Build an object while traversing a Binary Search Tree in JavaScript - javascript

The idea is to traverse a Binary Search Tree (BST) and build an object in the same method. The object represents the BST.
For example:
20
/ \
5 60
\ / \
10 40 90
\
50
\
55
I can generate this object while inserting an element to the BST, however, since I want to apply some balance algorithm into it, I won't need to insert any other node. I'll just need to get the final object with the result of the balancing.
The traverse method that came up was the Breadth-first travel. However, I didn't figure out how the object would be built in a non-recursive approach since the Breadth-first travel is an iterative method.
For the example above the result object shall be this one shown below:
{
val:20,
l:{
val:5,
l:{},
r:{
val:10,
l:{},
r:{}
}
},
r:{
val:60,
l:{
val:40,
l:{},
r:{
val:50,
l:{},
r:{
val:55,
l:{},
r:{}
}
}
},
r:{
val:90,
l:{},
r:{}
}
}
}
What I have so far is:
Breadth_first = function (callback) {
var q = [];
q.push(root);
while(q.length > 0){
var node = q.shift();
callback(node.level, node.value);
if(node.leftChild.value !== null){
q.push(node.leftChild);
}
if(node.rightChild.value !== null){
q.push(node.rightChild);
}
}
}
The current method I'm using to build the object in such format is this one below:
insertNode = function (node, value, jsObj) {
if (node.value === null) {
node.leftChild = new Node();
node.rightChild = new Node();
node.value = value;
jsObj.val = value;
return true;
}
var nodeVal = parseInt(node.value, 10);
if (value < nodeVal) {
if(!jsObj.l.val)
jsObj.l = {val:null, l:{}, r:{}};
insertNode(node.leftChild, value, jsObj.l);
} else if (value > nodeVal) {
if(!jsObj.r.val)
jsObj.r = {val:null, l:{}, r:{}};
insertNode(node.rightChild, value, jsObj.r);
}
}
Any guesses or clue would be appreciated!

Related

Explanation of class Definition for Binary Trees in leetcode

Was hoping someone could help me understand how this class works.
I'm currently taking a javascript algorithms in udemy and the way they explain how to do all operations in a binary tree is a little different than what leetcode shows.
In the course, the tree definition is the same or very similar to leetcode:
class Node {
constructor(value){
this.value = value;
this.left = null;
this.right = null;
}
}
class BinarySearchTree {
constructor(){
this.root = null;
}
}
however, the values are first inserted as nodes before doing any other operation:
insert(value){
var newNode = new Node(value);
if(this.root === null){
this.root = newNode;
return this;
}
var current = this.root;
while(true){
if(value === current.value) return undefined;
if(value < current.value){
if(current.left === null){
current.left = newNode;
return this;
}
current = current.left;
} else {
if(current.right === null){
current.right = newNode;
return this;
}
current = current.right;
}
}
}
On Leetcode, the values are passed as an array, and thats what throws me off a little:
Definition for a binary tree node.
* function TreeNode(val, left, right) {
* this.val = (val===undefined ? 0 : val)
* this.left = (left===undefined ? null : left)
* this.right = (right===undefined ? null : right)
* }
* #param {TreeNode} root
* #return {number}
Looking at a simple solution for finding the max depth:
var maxDepth = function(root) {
if(!root) return 0;
return Math.max(maxDepth(root.left) , maxDepth(root.right) ) +1
};
given the array root = [3,9,20,null,null,15,7],
how do we know that root.left is 9 and root.right is 20. Then the next level, root.left.left is null and root.left.right is null. Then root.right.left is 15 and root.right.right is 7.
Just not sure how the array translates into that
Thanks!
tried adding the nodes one by one then perfomring binary tree operations
On Leetcode, the values are passed as an array
This is a misunderstanding.
Values are not passed as an array. Your function gets an instance of TreeNode as argument (or null). LeetCode let's you specify input in a kind of JSON format, but that is just text that LeetCode will first translate to a TreeNode based tree, before calling your function.
The text input follows a kind of bread-first traversal of the tree it is supposed to represent. So [3,9,20,null,null,15,7] represents this tree:
3
/ \
9 20
/ \
15 7
The two null occurrences indicate that the node with value 9 has no left nor right child.
In case you want to convert an array (based on the input notation) to a tree yourself (the task that LeetCode does for you), you could use a function like this:
function TreeNode(val, left, right) { // LeetCode's code
this.val = (val===undefined ? 0 : val)
this.left = (left===undefined ? null : left)
this.right = (right===undefined ? null : right)
}
function makeTree(arr) {
if (!arr) return null; // empty tree
const values = arr[Symbol.iterator]();
const root = new TreeNode(values.next().value);
const queue = new Set().add(root);
for (const node of queue) {
for (const side of ["left", "right"]) {
const value = values.next().value;
if (value != null) queue.add(node[side] = new TreeNode(value));
}
}
return root;
}
// Example use
const arr = [3,9,20,null,null,15,7];
const root = makeTree(arr);
console.log(root);
That array representation is usually called a "heap". The positions in the array represent nodes in the tree based on the index. A node at position n has children at positions 2n+1 and 2n+2. The node at position zero is the root.
The root's children are at 2x0+1 and 2x0+2, positions 1 and 2 in the array. The left child of the root at position 1 is 9, and it's children are at positions 3 and 4, the two null values.
edit — apparently the LeetCode representation isn't always a heap, but heaps are a useful tree representation nevertheless so I'll leave this be.

Implementing BST backed up by Array in Javascript

I'm trying to implement bst using array, but no luck:
class BST {
constructor() {
this.array =[]
this.rootSet = false;
this.index = 0
}
getLeft(index) {
return (2 * index) + 1
}
getRight(index) {
return 2 * (index + 1)
}
getParent(index) {
return index >>> 1
}
insert(value) {
if (!this.rootSet) {
this.rootSet = true
this.array = [value]
this.index++;
} else {
// inserts recursively.
this.insertHelper(this.getParent(0), value);
}
}
// helper function to insert recursively.
insertHelper(index, value) {
if (value < this.array[index] && this.array[this.getLeft(index)] === undefined) {
this.array[this.getLeft(index)] = value
} else if (value >= this.array[index] && this.array[this.getRight(index)] === undefined) {
this.array[this.getRight(index)] = value
} else {
if (value < this.array[index]) {
this.insertHelper(this.getLeft(index), value);
} else {
this.insertHelper(this.getRight(index), value);
}
}
}
}
I tried the following:
a.insert(2)
a.insert(0)
a.insert(3)
a.insert(10)
a.insert(30)
a.array // [2, 0, 3, empty × 3, 10, empty × 7, 30]
a.array doesn't look correct. Not sure where I'm making the mistake.
Your result looks correct to me. The reason for the sparsity is that this is a typical characteristic of array-based backing structures for binary trees. If the tree isn't complete, there are wasted entries due to the empty elements representing unfilled subtrees. Since BSTs typically need balancing to retain optimal time complexity, a linked node-based approach is the typical solution, which makes rotation and balancing easier.
Typically, the array backing structure is used for binary heaps which benefit from the memory layout and speed of arrays over heap-allocated nodes and pointers; the heap operations don't permit sparsity and are easy to reason about in a linear structure using the same parent-child relationship you've used here.
Having said that, you can simplify your code considerably:
class BST {
constructor() {
this.array = [];
}
insert(value, ix=0) {
if (this.array[ix] === undefined) {
this.array[ix] = value;
}
else if (value < this.array[ix]) {
this.insert(value, ix * 2 + 1);
}
else {
this.insert(value, ix * 2 + 2);
}
}
}
/*
2
/ \
0 3
\
10
\
30
*/
const bst = new BST();
[2, 0, 3, 10, 30].forEach(e => bst.insert(e));
console.log(bst.array);
I haven't checked the code but the result looks correct to me.
The first item in the array is the root. Then the next two are the rank 1 nodes
then the next 4 are the rank 2 nodes.
then the next 8 are the rank 4 nodes
Your result should be

How to calculate the memory occupied by a variable in JavaScript? [duplicate]

I want to know the size occupied by a JavaScript object.
Take the following function:
function Marks(){
this.maxMarks = 100;
}
function Student(){
this.firstName = "firstName";
this.lastName = "lastName";
this.marks = new Marks();
}
Now I instantiate the student:
var stud = new Student();
so that I can do stuff like
stud.firstName = "new Firstname";
alert(stud.firstName);
stud.marks.maxMarks = 200;
etc.
Now, the stud object will occupy some size in memory. It has some data and more objects.
How do I find out how much memory the stud object occupies? Something like a sizeof() in JavaScript? It would be really awesome if I could find it out in a single function call like sizeof(stud).
I’ve been searching the Internet for months—couldn’t find it (asked in a couple of forums—no replies).
I have re-factored the code in my original answer. I have removed the recursion and removed the assumed existence overhead.
function roughSizeOfObject( object ) {
var objectList = [];
var stack = [ object ];
var bytes = 0;
while ( stack.length ) {
var value = stack.pop();
if ( typeof value === 'boolean' ) {
bytes += 4;
}
else if ( typeof value === 'string' ) {
bytes += value.length * 2;
}
else if ( typeof value === 'number' ) {
bytes += 8;
}
else if
(
typeof value === 'object'
&& objectList.indexOf( value ) === -1
)
{
objectList.push( value );
for( var i in value ) {
stack.push( value[ i ] );
}
}
}
return bytes;
}
The Google Chrome Heap Profiler allows you to inspect object memory use.
You need to be able to locate the object in the trace which can be tricky. If you pin the object to the Window global, it is pretty easy to find from the "Containment" listing mode.
In the attached screenshot, I created an object called "testObj" on the window. I then located in the profiler (after making a recording) and it shows the full size of the object and everything in it under "retained size".
More details on the memory breakdowns.
In the above screenshot, the object shows a retained size of 60. I believe the unit is bytes here.
Sometimes I use this to flag really big objects that might be going to the client from the server. It doesn't represent the in memory footprint. It just gets you approximately what it'd cost to send it, or store it.
Also note, it's slow, dev only. But for getting an ballpark answer with one line of code it's been useful for me.
roughObjSize = JSON.stringify(bigObject).length;
I just wrote this to solve a similar (ish) problem. It doesn't exactly do what you may be looking for, ie it doesn't take into account how the interpreter stores the object.
But, if you are using V8, it should give you a fairly ok approximation as the awesome prototyping and hidden classes lick up most of the overhead.
function roughSizeOfObject( object ) {
var objectList = [];
var recurse = function( value )
{
var bytes = 0;
if ( typeof value === 'boolean' ) {
bytes = 4;
}
else if ( typeof value === 'string' ) {
bytes = value.length * 2;
}
else if ( typeof value === 'number' ) {
bytes = 8;
}
else if
(
typeof value === 'object'
&& objectList.indexOf( value ) === -1
)
{
objectList[ objectList.length ] = value;
for( i in value ) {
bytes+= 8; // an assumed existence overhead
bytes+= recurse( value[i] )
}
}
return bytes;
}
return recurse( object );
}
Here's a slightly more compact solution to the problem:
const typeSizes = {
"undefined": () => 0,
"boolean": () => 4,
"number": () => 8,
"string": item => 2 * item.length,
"object": item => !item ? 0 : Object
.keys(item)
.reduce((total, key) => sizeOf(key) + sizeOf(item[key]) + total, 0)
};
const sizeOf = value => typeSizes[typeof value](value);
There is a NPM module to get object sizeof, you can install it with npm install object-sizeof
var sizeof = require('object-sizeof');
// 2B per character, 6 chars total => 12B
console.log(sizeof({abc: 'def'}));
// 8B for Number => 8B
console.log(sizeof(12345));
var param = {
'a': 1,
'b': 2,
'c': {
'd': 4
}
};
// 4 one two-bytes char strings and 3 eighth-bytes numbers => 32B
console.log(sizeof(param));
This is a hacky method, but i tried it twice with different numbers and it seems to be consistent.
What you can do is to try and allocate a huge number of objects, like one or two million objects of the kind you want. Put the objects in an array to prevent the garbage collector from releasing them (note that this will add a slight memory overhead because of the array, but i hope this shouldn't matter and besides if you are going to worry about objects being in memory, you store them somewhere). Add an alert before and after the allocation and in each alert check how much memory the Firefox process is taking. Before you open the page with the test, make sure you have a fresh Firefox instance. Open the page, note the memory usage after the "before" alert is shown. Close the alert, wait for the memory to be allocated. Subtract the new memory from the older and divide it by the amount of allocations. Example:
function Marks()
{
this.maxMarks = 100;
}
function Student()
{
this.firstName = "firstName";
this.lastName = "lastName";
this.marks = new Marks();
}
var manyObjects = new Array();
alert('before');
for (var i=0; i<2000000; i++)
manyObjects[i] = new Student();
alert('after');
I tried this in my computer and the process had 48352K of memory when the "before" alert was shown. After the allocation, Firefox had 440236K of memory. For 2million allocations, this is about 200 bytes for each object.
I tried it again with 1million allocations and the result was similar: 196 bytes per object (i suppose the extra data in 2mill was used for Array).
So, here is a hacky method that might help you. JavaScript doesn't provide a "sizeof" method for a reason: each JavaScript implementaion is different. In Google Chrome for example the same page uses about 66 bytes for each object (judging from the task manager at least).
Having the same problem. I searched on Google and I want to share with stackoverflow community this solution.
Important:
I used the function shared by Yan Qing on github
https://gist.github.com/zensh/4975495
function memorySizeOf(obj) {
var bytes = 0;
function sizeOf(obj) {
if(obj !== null && obj !== undefined) {
switch(typeof obj) {
case 'number':
bytes += 8;
break;
case 'string':
bytes += obj.length * 2;
break;
case 'boolean':
bytes += 4;
break;
case 'object':
var objClass = Object.prototype.toString.call(obj).slice(8, -1);
if(objClass === 'Object' || objClass === 'Array') {
for(var key in obj) {
if(!obj.hasOwnProperty(key)) continue;
sizeOf(obj[key]);
}
} else bytes += obj.toString().length * 2;
break;
}
}
return bytes;
};
function formatByteSize(bytes) {
if(bytes < 1024) return bytes + " bytes";
else if(bytes < 1048576) return(bytes / 1024).toFixed(3) + " KiB";
else if(bytes < 1073741824) return(bytes / 1048576).toFixed(3) + " MiB";
else return(bytes / 1073741824).toFixed(3) + " GiB";
};
return formatByteSize(sizeOf(obj));
};
var sizeOfStudentObject = memorySizeOf({Student: {firstName: 'firstName', lastName: 'lastName', marks: 10}});
console.log(sizeOfStudentObject);
What do you think about it?
Sorry I could not comment, so I just continue the work from tomwrong.
This enhanced version will not count object more than once, thus no infinite loop.
Plus, I reckon the key of an object should be also counted, roughly.
function roughSizeOfObject( value, level ) {
if(level == undefined) level = 0;
var bytes = 0;
if ( typeof value === 'boolean' ) {
bytes = 4;
}
else if ( typeof value === 'string' ) {
bytes = value.length * 2;
}
else if ( typeof value === 'number' ) {
bytes = 8;
}
else if ( typeof value === 'object' ) {
if(value['__visited__']) return 0;
value['__visited__'] = 1;
for( i in value ) {
bytes += i.length * 2;
bytes+= 8; // an assumed existence overhead
bytes+= roughSizeOfObject( value[i], 1 )
}
}
if(level == 0){
clear__visited__(value);
}
return bytes;
}
function clear__visited__(value){
if(typeof value == 'object'){
delete value['__visited__'];
for(var i in value){
clear__visited__(value[i]);
}
}
}
roughSizeOfObject(a);
i want to know if my memory reduction efforts actually help in reducing memory
Following up on this comment, here's what you should do:
Try to produce a memory problem - Write code that creates all these objects and graudally increase the upper limit until you ran into a problem (Browser crash, Browser freeze or an Out-Of-memory error). Ideally you should repeat this experiment with different browsers and different operating system.
Now there are two options:
option 1 - You didn't succeed in producing the memory problem. Hence, you are worrying for nothing. You don't have a memory issue and your program is fine.
option 2- you did get a memory problem. Now ask yourself whether the limit at which the problem occurred is reasonable (in other words: is it likely that this amount of objects will be created at normal use of your code). If the answer is 'No' then you're fine. Otherwise you now know how many objects your code can create. Rework the algorithm such that it does not breach this limit.
This Javascript library sizeof.js does the same thing.
Include it like this
<script type="text/javascript" src="sizeof.js"></script>
The sizeof function takes an object as a parameter and returns its approximate size in bytes. For example:
// define an object
var object =
{
'boolean' : true,
'number' : 1,
'string' : 'a',
'array' : [1, 2, 3]
};
// determine the size of the object
var size = sizeof(object);
The sizeof function can handle objects that contain multiple references to other objects and recursive references.
Originally published here.
If your main concern is the memory usage of your Firefox extension, I suggest checking with Mozilla developers.
Mozilla provides on its wiki a list of tools to analyze memory leaks.
Chrome developer tools has this functionality. I found this article very helpful and does exactly what you want:
https://developers.google.com/chrome-developer-tools/docs/heap-profiling
Many thanks to everyone that has been working on code for this!
I just wanted to add that I've been looking for exactly the same thing, but in my case it's for managing a cache of processed objects to avoid having to re-parse and process objects from ajax calls that may or may not have been cached by the browser. This is especially useful for objects that require a lot of processing, usually anything that isn't in JSON format, but it can get very costly to keep these things cached in a large project or an app/extension that is left running for a long time.
Anyway, I use it for something something like:
var myCache = {
cache: {},
order: [],
size: 0,
maxSize: 2 * 1024 * 1024, // 2mb
add: function(key, object) {
// Otherwise add new object
var size = this.getObjectSize(object);
if (size > this.maxSize) return; // Can't store this object
var total = this.size + size;
// Check for existing entry, as replacing it will free up space
if (typeof(this.cache[key]) !== 'undefined') {
for (var i = 0; i < this.order.length; ++i) {
var entry = this.order[i];
if (entry.key === key) {
total -= entry.size;
this.order.splice(i, 1);
break;
}
}
}
while (total > this.maxSize) {
var entry = this.order.shift();
delete this.cache[entry.key];
total -= entry.size;
}
this.cache[key] = object;
this.order.push({ size: size, key: key });
this.size = total;
},
get: function(key) {
var value = this.cache[key];
if (typeof(value) !== 'undefined') { // Return this key for longer
for (var i = 0; i < this.order.length; ++i) {
var entry = this.order[i];
if (entry.key === key) {
this.order.splice(i, 1);
this.order.push(entry);
break;
}
}
}
return value;
},
getObjectSize: function(object) {
// Code from above estimating functions
},
};
It's a simplistic example and may have some errors, but it gives the idea, as you can use it to hold onto static objects (contents won't change) with some degree of intelligence. This can significantly cut down on any expensive processing requirements that the object had to be produced in the first place.
The accepted answer does not work with Map, Set, WeakMap and other iterable objects. (The package object-sizeof, mentioned in other answer, has the same problem).
Here's my fix
export function roughSizeOfObject(object) {
const objectList = [];
const stack = [object];
const bytes = [0];
while (stack.length) {
const value = stack.pop();
if (value == null) bytes[0] += 4;
else if (typeof value === 'boolean') bytes[0] += 4;
else if (typeof value === 'string') bytes[0] += value.length * 2;
else if (typeof value === 'number') bytes[0] += 8;
else if (typeof value === 'object' && objectList.indexOf(value) === -1) {
objectList.push(value);
if (typeof value.byteLength === 'number') bytes[0] += value.byteLength;
else if (value[Symbol.iterator]) {
// eslint-disable-next-line no-restricted-syntax
for (const v of value) stack.push(v);
} else {
Object.keys(value).forEach(k => {
bytes[0] += k.length * 2; stack.push(value[k]);
});
}
}
}
return bytes[0];
}
It also includes some other minor improvements: counts keys storage and works with ArrayBuffer.
function sizeOf(parent_data, size)
{
for (var prop in parent_data)
{
let value = parent_data[prop];
if (typeof value === 'boolean')
{
size += 4;
}
else if (typeof value === 'string')
{
size += value.length * 2;
}
else if (typeof value === 'number')
{
size += 8;
}
else
{
let oldSize = size;
size += sizeOf(value, oldSize) - oldSize;
}
}
return size;
}
function roughSizeOfObject(object)
{
let size = 0;
for each (let prop in object)
{
size += sizeOf(prop, 0);
} // for..
return size;
}
I use Chrome dev tools' Timeline tab, instantiate increasingly large amounts of objects, and get good estimates like that. You can use html like this one below, as boilerplate, and modify it to better simulate the characteristics of your objects (number and types of properties, etc...). You may want to click the trash bit icon at the bottom of that dev tools tab, before and after a run.
<html>
<script>
var size = 1000*100
window.onload = function() {
document.getElementById("quantifier").value = size
}
function scaffold()
{
console.log("processing Scaffold...");
a = new Array
}
function start()
{
size = document.getElementById("quantifier").value
console.log("Starting... quantifier is " + size);
console.log("starting test")
for (i=0; i<size; i++){
a[i]={"some" : "thing"}
}
console.log("done...")
}
function tearDown()
{
console.log("processing teardown");
a.length=0
}
</script>
<body>
<span style="color:green;">Quantifier:</span>
<input id="quantifier" style="color:green;" type="text"></input>
<button onclick="scaffold()">Scaffold</button>
<button onclick="start()">Start</button>
<button onclick="tearDown()">Clean</button>
<br/>
</body>
</html>
Instantiating 2 million objects of just one property each (as in this code above) leads to a rough calculation of 50 bytes per object, on my Chromium, right now. Changing the code to create a random string per object adds some 30 bytes per object, etc.
Hope this helps.
If you need to programatically check for aprox. size of objects you can also check this library http://code.stephenmorley.org/javascript/finding-the-memory-usage-of-objects/ that I have been able to use for objects size.
Otherwise I suggest to use the Chrome/Firefox Heap Profiler.
I had problems with the above answer with an ArrayBuffer.
After checking the documentation, I found that ArrayBuffer has a byteLength property which tells me exactly what I need, hence:
function sizeOf(data)
{
if (typeof(data) === 'object')
{
if (data instanceof ArrayBuffer)
{
return data.byteLength;
}
// other objects goes here
}
// non-object cases goes here
}
console.log(sizeOf(new ArrayBuffer(15))); // 15
Reference:
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/ArrayBuffer/byteLength
Building upon the already compact solution from #Dan, here's a self-contained function version of it. Variable names are reduced to single letters for those who just want it to be as compact as possible at the expense of context.
const ns = {};
ns.sizeof = function(v) {
let f = ns.sizeof, //this needs to match the name of the function itself, since arguments.callee.name is defunct
o = {
"undefined": () => 0,
"boolean": () => 4,
"number": () => 8,
"string": i => 2 * i.length,
"object": i => !i ? 0 : Object
.keys(i)
.reduce((t, k) => f(k) + f(i[k]) + t, 0)
};
return o[typeof v](v);
};
ns.undef;
ns.bool = true;
ns.num = 1;
ns.string = "Hello";
ns.obj = {
first_name: 'John',
last_name: 'Doe',
born: new Date(1980, 1, 1),
favorite_foods: ['Pizza', 'Salad', 'Indian', 'Sushi'],
can_juggle: true
};
console.log(ns.sizeof(ns.undef));
console.log(ns.sizeof(ns.bool));
console.log(ns.sizeof(ns.num));
console.log(ns.sizeof(ns.string));
console.log(ns.sizeof(ns.obj));
console.log(ns.sizeof(ns.obj.favorite_foods));
I believe you forgot to include 'array'.
typeOf : function(value) {
var s = typeof value;
if (s === 'object')
{
if (value)
{
if (typeof value.length === 'number' && !(value.propertyIsEnumerable('length')) && typeof value.splice === 'function')
{
s = 'array';
}
}
else
{
s = 'null';
}
}
return s;
},
estimateSizeOfObject: function(value, level)
{
if(undefined === level)
level = 0;
var bytes = 0;
if ('boolean' === typeOf(value))
bytes = 4;
else if ('string' === typeOf(value))
bytes = value.length * 2;
else if ('number' === typeOf(value))
bytes = 8;
else if ('object' === typeOf(value) || 'array' === typeOf(value))
{
for(var i in value)
{
bytes += i.length * 2;
bytes+= 8; // an assumed existence overhead
bytes+= estimateSizeOfObject(value[i], 1)
}
}
return bytes;
},
formatByteSize : function(bytes)
{
if (bytes < 1024)
return bytes + " bytes";
else
{
var floatNum = bytes/1024;
return floatNum.toFixed(2) + " kb";
}
},
I know this is absolutely not the right way to do it, yet it've helped me a few times in the past to get the approx object file size:
Write your object/response to the console or a new tab, copy the results to a new notepad file, save it, and check the file size. The notepad file itself is just a few bytes, so you'll get a fairly accurate object file size.

how to how to select random object and the length of the random selected object at the same time

I made an array object and a function to choose randomly. I want to get the length of (the random object which has selected from random function) and itself in one static function. Also I want to get the same selected object.length.
I did the return like its an array object
what i expect
17 or 22 or etc
17 or 22 or etc
I always want the same number no matter what.
var roastAboutUglyLvl1 = {
rt1: "ugly very poor roast",
rt2: "ugly poor roast",
rt3: "ugly medium roast",
rt4: "ugly strong roast",
rt5: "ugly very strong roast"
}
function randomRoast(obj){
var keys = Object.keys(obj);
return {
roast: obj[keys[ keys.length * Math.random() << 0]],
thelength:obj[keys[ keys.length * Math.random() << 0]].length,
check:function(){
if(this.roast.length == this.thelength){
return this.thelength;
}else{
return "didn't match";
}
}
}
};
var func = randomRoast(roastAboutUglyLvl1);
while(func.check() != "didn't match"){
var func = randomRoast(roastAboutUglyLvl1);
console.log(func.roast.length)
console.log(func.thelength)
}
i always want the same number ,no matter what
No, what you'd want to do is storing the randomly generated number, key or value and use that to create the object that you return.
Not to use Math.random() multiple times and trying to bend it so it return the same now not even closely random number twice.
var roastAboutUglyLvl1 = {
rt1: "ugly very poor roast",
rt2: "ugly poor roast",
rt3: "ugly medium roast",
rt4: "ugly strong roast",
rt5: "ugly very strong roast"
}
// get a random item from an Array is a quite common task,
// it's fine to write a reusable function for that.
function sample(array) {
if (array && array.length) {
return array[ Math.floor(Math.random() * array.length) ];
}
return void 0; //just to be explicit for a beginner
}
function randomRoast(obj) {
var roast = sample( Object.values(obj) );
return {
roast: roast,
thelength: roast.length,
check: function() {
if (this.roast.length === this.thelength) {
return this.thelength;
} else {
return "didn't match";
}
}
}
};
var func = randomRoast(roastAboutUglyLvl1);
console.log(func.roast, func.roast.length, func.thelength);
The problem is next:
roast: obj[keys[ keys.length * Math.random() << 0]] Selects one random object
thelength:obj[keys[ keys.length * Math.random() << 0]].length Selects another random object
You want to select the same object for both properties so you should use the same random number for selection.
And also avoid using >> for generating a random number, there is a simpler solution.
Here is your updated randomRoast function:
function randomRoast(obj){
var keys = Object.keys(obj);
var randNum = Math.random();
return {
roast: obj[keys[ Math.floor(randNum * keys.length) ]],
thelength:obj[keys[ Math.floor(randNum * keys.length) ]].length,
check:function(){
if(this.roast.length == this.thelength){
return this.thelength;
}else{
return "didn't match";
}
}
}
};

Recursion in right subtree

I am trying to do different problems each day in order to become more flexible writing code, yet this one stopped me in my tracks so far.
The following code is supposed to build up a binary tree from a given String in preOrder traversal. I.e., "5 3 1 N N N 7 N N" for the following binary tree. Elements are separated by spaces, N marks empty nodes, which are just null.
5
/ \
3 7
/
1
It should be as simple as walking through the split up string and when something other than "N" is found, a Node is constructed with the value, and the Index increased.
After the index was increased, I recur to put the next array element into the left subtree. If "N" is encountered, nothing needs to be done because a node's constructor already has the left child set as null, so I only increase the index. Theoretically, the right node should be assigned in the previous recursion step... yet somehow that fails?
Is it because of JavaScript's async behaviour? What did I miss?
Thank you in advance for your help!
class Node {
constructor(val) {
this.val = val;
this.left = this.right = null;
}
}
class Index {
constructor() {
this.index = 0;
}
incr() {
this.index++;
}
}
function deserialize(treeString) {
let treeArray = treeString.split(" ");
let index = new Index();
let length = treeArray.length;
function helper(index) {
if (index.index < length) {
let node = null;
if (treeArray[index.index] !== "N") {
node = new Node(parseInt(treeArray[index.index], 10));
index.incr();
node.left = helper(index);
node.right = helper(index);
} else {
index.incr();
}
return node;
};
}
return helper(index);
}
I don't get your error because console.log(JSON.stringify(deserialize('5 3 1 N N N 7 N N'),null,1)) does give me
{
"val": 5,
"right": {
"val": 7,
"right": null,
"left": null
},
"left": {
"val": 3,
"right": null,
"left": {
"val": 1,
"right": null,
"left": null
}
}
}
which seems to be your intended result
we can do a bit "simpler though"
prevent yourself from useless indentation
Especially for stops on recursive condition, it is best practice to write them first
function recurse(){
if (index.index == length) {
//stop code
return
}
//your other conditions...
//your code which will call recurse
}
2.1 your "iterator" here is useless
since you are still dependant to know your structure (treeArray must "implement" operator[]), taking a dumb variable will at least be less code
2.2 if you really want to use an iterator
you see that whether in your if or else path, you incr (which is equivalent to "advance in treeArray"). So just iterate over treeArray. Below we "pop" elements (forwardly")
function helper(arr){
if end
return
let currentNodeVal = arr.shift() //advance in treeArray
if (currentNodeVal !== "N") {
node = new Node(parseInt(currentNodeVal, 10));
node.left = helper(arr);
node.right = helper(arr);
} else {
//nothing to do
}
}
Is it because of JavaScripts async behaviour?
Here you actually don't have any asynchronous code running. If you named
helperinfty = function(){
while(true){}
}
node.left = helperinfty(arr)
node.right = helper(arr);
you could observe that node.right = helper(arr) is never executed. You get the "funky" stuff when you use setTimeout, etc (put it simply when a function needs a callback to sync flow)
(answer is no)
simplified code
prints the same tree as in beginning
class Node {
constructor(val) {
this.val = val;
this.left = this.right = null;
}
}
function deserialize(treeString) {
let arr = treeString.split(" ");
function helper(arr) {
if(arr.length == 0)return null;//note that in previous implem helper "could" return undefined...which is not something desired
let current = arr.shift();
if (current == "N"){
//this is a matter of preference. Arguably one can prefer your style.
//I prefer to emphase that when N is found it is meant to be a null node, and "abort" any recursion
return null
}
let node = new Node(parseInt(current, 10));
node.left = helper(arr);
node.right = helper(arr);
return node;
}
return helper(arr);
}
x = deserialize('5 3 1 N N N 7 N N');
console.log(JSON.stringify(x, null, 4))

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