How can I reliably subsort arrays using DOM methods? - javascript

UP-FRONT NOTE: I am not using jQuery or another library here because I want to understand what I’ve written and why it works (or doesn’t), so please don’t answer this with libraries or plugins for libraries. I have nothing against libraries, but for this project they’re inimical to my programming goals.
That said…
Over at http://meyerweb.com/eric/css/colors/ I added some column sorting using DOM functions I wrote myself. The problem is that while it works great for, say, the simple case of alphabetizing strings, the results are inconsistent across browsers when I try to sort on multiple numeric terms—in effect, when I try to do a sort with two subsorts.
For example, if you click “Decimal RGB” a few times in Safari or Firefox on OS X, you get the results I intended. Do the same in Chrome or Opera (again, OS X) and you get very different results. Yes, Safari and Chrome diverge here.
Here’s a snippet of the JS I’m using for the RGB sort:
sorter.sort(function(a,b){
return a.blue - b.blue;
});
sorter.sort(function(a,b){
return a.green - b.green;
});
sorter.sort(function(a,b){
return a.red - b.red;
});
(sorter being the array I’m trying to sort.)
The sort is done in the tradition of another StackOverflow question “How does one sort a multi dimensional array by multiple columns in JavaScript?” and its top answer. Yet the results are not what I expected in two of the four browsers I initially tried out.
I sort (ha!) of get that this has to do with array sorts being “unstable”—no argument here!—but what I don’t know is how to overcome it in a consistent, reliable manner. I could really use some help both understanding the problem and seeing the solution, or at least a generic description of the solution.
I realize there are probably six million ways to optimize the rest of the JS (yes, I used a global). I’m still a JS novice and trying to correct that through practice. Right now, it’s array sorting that’s got me confused, and I could use some help with that piece of the script before moving on to cleaning up the code elsewhere. Thanks in advance!
UPDATE
In addition to the great explanations and suggestions below, I got a line on an even more compact solution:
function rgbSort(a,b) {
return (a.red - b.red || a.green - b.green || a.blue - b.blue);
}
Even though I don’t quite understand it yet, I think I’m beginning to grasp its outlines and it’s what I’m using now. Thanks to everyone for your help!

OK. So, as you've discovered, your problem is that the default JavaScript sort is not guaranteed to be stable. Specifically, I think that in your mind it works like this: I'll sort by blueness, and then when I sort by greenness the sorter will just move entries in my array up and down but keep them ordered by blueness. Sadly, the universe is not so conveniently arranged; the built-in JS sort is allowed to do the sort how it likes. In particular, it's allowed to just throw the contents of the array into a big bucket and then pull them out sorted by what you asked for, completely ignoring how it was arranged before, and it looks like at least some browsers do precisely that.
There are a couple of ways around this, for your particular example. Firstly, you could still do the sort in three separate calls, but make sure those calls do the sort stably: this would mean that after sorting by blueness, you'd stably sort by greenness and that would give you an array sorted by greenness and in blueness order within that (i.e., precisely what you're looking for). My sorttable library does this by implementing a "shaker sort" or "cocktail sort" method (http://en.wikipedia.org/wiki/Cocktail_sort); essentially, this style of sorting walks through the list a lot and moves items up and down. (In particular, what it does not do is just throw all the list items into a bucket and pull them back out in order.) There's a nice little graphic on the Wikipedia article. This means that "subsorts" stay sorted -- i.e., that the sort is stable, and that will give you what you want.
However, for this use case, I wouldn't worry about doing the sort in three different calls and ensuring that they're stable and all that; instead, I'd do all the sorting in one go. We can think of an rgb colour indicator (255, 192, 80) as actually being a big number in some strange base: to avoid too much math, imagine it's in base 1000 (if that phrase makes no sense, ignore it; just think of this as converting the whole rgb attribute into one number encompassing all of it, a bit like how CSS computes precedences in the cascade). So that number could be thought of as actually 255,192,080. If you compute this number for each of your rows and then sort by this number, it'll all work out, and you'll only have to do the sort once: so instead of doing three sorts, you could do one: sorter.sort(function(a,b) { return (a.red*1000000 + a.green*1000 + a.blue) - (b.red*1000000 + b.green*1000 + b.blue) } and it'll all work out.
Technically, this is slightly inefficient, because you have to compute that "base 1000 number" every time that your sort function is called, which may be (is very likely to be) more than once per row. If that's a big problem (which you can work out by benchmarking it), then you can use a Schwartzian transform (sorry for all the buzzwords here): basically, you work out the base-1000-number for each row once, put them all in a list, sort the list, and then go through the sorted list. So, create a list which looks like [ [255192080, <table row 1>], [255255255, <table row 2>], [192000000, <table row 3>] ], sort that list (with a function like mylist.sort(function(a,b) { return a[0]-b[0]; })), and then walk through that list and appendChild each of the s onto the table, which will sort the whole table in order. You probably don't need this last paragraph for the table you've got, but it may be useful and it certainly doesn't hurt to know about this trick, which sorttable.js also uses.

I would approach this problem in a different manner. It appears you're trying to reconstruct all the data by extracting it from the markup, which can be a perilous task; a more straightforward approach would be to represent all the data you want to render out to the page in a format your programs can understand from the start, and then simply regenerate the markup first on page load and then on each subsequent sort.
For instance:
var colorsData = [
{
keyword: 'mediumspringgreen',
decimalrgb: {
r: 0,
g: 250,
b: 154
},
percentrgb: {
r: 0,
g: 98,
b: 60.4
},
hsl: {
h: 157,
s: 100,
l: 49
}
hex: '00FA9A',
shorthex: undefined
},
{
//next color...
}
];
That way, you can run sorts on this array in whatever way you'd like, and you're not trying to rip data out from markup and split it and reassign it and all that.
But really, it seems you're maybe hung up on the sort functions. Running multiple sorts one after the other will get unintended results; you have to run a single sort function that compares the next 'column' in the case the previous one is found to be equal. An RGB sort could look like:
var decimalRgbForwards = function(a,b) {
var a = a.decimalrgb,
b = b.decimalrgb;
if ( a.r === b.r ) {
if ( a.g === b.g ) {
return a.b - b.b;
} else {
return a.g - b.g;
}
} else {
return a.r - b.r;
}
};
So two colors with matching r and g values would return for equality on the b value, which is just what you're looking for.
Then, you can apply the sort:
colorsData.sort(decimalRgbForwards);
..and finally iterate through that array to rebuild the markup inside the table.
Hope it helps, sir-

Related

How does this code properly return its value? [duplicate]

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One of the topics that seems to come up regularly on mailing lists and online discussions is the merits (or lack thereof) of doing a Computer Science Degree. An argument that seems to come up time and again for the negative party is that they have been coding for some number of years and they have never used recursion.
So the question is:
What is recursion?
When would I use recursion?
Why don't people use recursion?
There are a number of good explanations of recursion in this thread, this answer is about why you shouldn't use it in most languages.* In the majority of major imperative language implementations (i.e. every major implementation of C, C++, Basic, Python, Ruby,Java, and C#) iteration is vastly preferable to recursion.
To see why, walk through the steps that the above languages use to call a function:
space is carved out on the stack for the function's arguments and local variables
the function's arguments are copied into this new space
control jumps to the function
the function's code runs
the function's result is copied into a return value
the stack is rewound to its previous position
control jumps back to where the function was called
Doing all of these steps takes time, usually a little bit more than it takes to iterate through a loop. However, the real problem is in step #1. When many programs start, they allocate a single chunk of memory for their stack, and when they run out of that memory (often, but not always due to recursion), the program crashes due to a stack overflow.
So in these languages recursion is slower and it makes you vulnerable to crashing. There are still some arguments for using it though. In general, code written recursively is shorter and a bit more elegant, once you know how to read it.
There is a technique that language implementers can use called tail call optimization which can eliminate some classes of stack overflow. Put succinctly: if a function's return expression is simply the result of a function call, then you don't need to add a new level onto the stack, you can reuse the current one for the function being called. Regrettably, few imperative language-implementations have tail-call optimization built in.
* I love recursion. My favorite static language doesn't use loops at all, recursion is the only way to do something repeatedly. I just don't think that recursion is generally a good idea in languages that aren't tuned for it.
** By the way Mario, the typical name for your ArrangeString function is "join", and I'd be surprised if your language of choice doesn't already have an implementation of it.
Simple english example of recursion.
A child couldn't sleep, so her mother told her a story about a little frog,
who couldn't sleep, so the frog's mother told her a story about a little bear,
who couldn't sleep, so the bear's mother told her a story about a little weasel...
who fell asleep.
...and the little bear fell asleep;
...and the little frog fell asleep;
...and the child fell asleep.
In the most basic computer science sense, recursion is a function that calls itself. Say you have a linked list structure:
struct Node {
Node* next;
};
And you want to find out how long a linked list is you can do this with recursion:
int length(const Node* list) {
if (!list->next) {
return 1;
} else {
return 1 + length(list->next);
}
}
(This could of course be done with a for loop as well, but is useful as an illustration of the concept)
Whenever a function calls itself, creating a loop, then that's recursion. As with anything there are good uses and bad uses for recursion.
The most simple example is tail recursion where the very last line of the function is a call to itself:
int FloorByTen(int num)
{
if (num % 10 == 0)
return num;
else
return FloorByTen(num-1);
}
However, this is a lame, almost pointless example because it can easily be replaced by more efficient iteration. After all, recursion suffers from function call overhead, which in the example above could be substantial compared to the operation inside the function itself.
So the whole reason to do recursion rather than iteration should be to take advantage of the call stack to do some clever stuff. For example, if you call a function multiple times with different parameters inside the same loop then that's a way to accomplish branching. A classic example is the Sierpinski triangle.
You can draw one of those very simply with recursion, where the call stack branches in 3 directions:
private void BuildVertices(double x, double y, double len)
{
if (len > 0.002)
{
mesh.Positions.Add(new Point3D(x, y + len, -len));
mesh.Positions.Add(new Point3D(x - len, y - len, -len));
mesh.Positions.Add(new Point3D(x + len, y - len, -len));
len *= 0.5;
BuildVertices(x, y + len, len);
BuildVertices(x - len, y - len, len);
BuildVertices(x + len, y - len, len);
}
}
If you attempt to do the same thing with iteration I think you'll find it takes a lot more code to accomplish.
Other common use cases might include traversing hierarchies, e.g. website crawlers, directory comparisons, etc.
Conclusion
In practical terms, recursion makes the most sense whenever you need iterative branching.
Recursion is a method of solving problems based on the divide and conquer mentality.
The basic idea is that you take the original problem and divide it into smaller (more easily solved) instances of itself, solve those smaller instances (usually by using the same algorithm again) and then reassemble them into the final solution.
The canonical example is a routine to generate the Factorial of n. The Factorial of n is calculated by multiplying all of the numbers between 1 and n. An iterative solution in C# looks like this:
public int Fact(int n)
{
int fact = 1;
for( int i = 2; i <= n; i++)
{
fact = fact * i;
}
return fact;
}
There's nothing surprising about the iterative solution and it should make sense to anyone familiar with C#.
The recursive solution is found by recognising that the nth Factorial is n * Fact(n-1). Or to put it another way, if you know what a particular Factorial number is you can calculate the next one. Here is the recursive solution in C#:
public int FactRec(int n)
{
if( n < 2 )
{
return 1;
}
return n * FactRec( n - 1 );
}
The first part of this function is known as a Base Case (or sometimes Guard Clause) and is what prevents the algorithm from running forever. It just returns the value 1 whenever the function is called with a value of 1 or less. The second part is more interesting and is known as the Recursive Step. Here we call the same method with a slightly modified parameter (we decrement it by 1) and then multiply the result with our copy of n.
When first encountered this can be kind of confusing so it's instructive to examine how it works when run. Imagine that we call FactRec(5). We enter the routine, are not picked up by the base case and so we end up like this:
// In FactRec(5)
return 5 * FactRec( 5 - 1 );
// which is
return 5 * FactRec(4);
If we re-enter the method with the parameter 4 we are again not stopped by the guard clause and so we end up at:
// In FactRec(4)
return 4 * FactRec(3);
If we substitute this return value into the return value above we get
// In FactRec(5)
return 5 * (4 * FactRec(3));
This should give you a clue as to how the final solution is arrived at so we'll fast track and show each step on the way down:
return 5 * (4 * FactRec(3));
return 5 * (4 * (3 * FactRec(2)));
return 5 * (4 * (3 * (2 * FactRec(1))));
return 5 * (4 * (3 * (2 * (1))));
That final substitution happens when the base case is triggered. At this point we have a simple algrebraic formula to solve which equates directly to the definition of Factorials in the first place.
It's instructive to note that every call into the method results in either a base case being triggered or a call to the same method where the parameters are closer to a base case (often called a recursive call). If this is not the case then the method will run forever.
Recursion is solving a problem with a function that calls itself. A good example of this is a factorial function. Factorial is a math problem where factorial of 5, for example, is 5 * 4 * 3 * 2 * 1. This function solves this in C# for positive integers (not tested - there may be a bug).
public int Factorial(int n)
{
if (n <= 1)
return 1;
return n * Factorial(n - 1);
}
Recursion refers to a method which solves a problem by solving a smaller version of the problem and then using that result plus some other computation to formulate the answer to the original problem. Often times, in the process of solving the smaller version, the method will solve a yet smaller version of the problem, and so on, until it reaches a "base case" which is trivial to solve.
For instance, to calculate a factorial for the number X, one can represent it as X times the factorial of X-1. Thus, the method "recurses" to find the factorial of X-1, and then multiplies whatever it got by X to give a final answer. Of course, to find the factorial of X-1, it'll first calculate the factorial of X-2, and so on. The base case would be when X is 0 or 1, in which case it knows to return 1 since 0! = 1! = 1.
Consider an old, well known problem:
In mathematics, the greatest common divisor (gcd) … of two or more non-zero integers, is the largest positive integer that divides the numbers without a remainder.
The definition of gcd is surprisingly simple:
where mod is the modulo operator (that is, the remainder after integer division).
In English, this definition says the greatest common divisor of any number and zero is that number, and the greatest common divisor of two numbers m and n is the greatest common divisor of n and the remainder after dividing m by n.
If you'd like to know why this works, see the Wikipedia article on the Euclidean algorithm.
Let's compute gcd(10, 8) as an example. Each step is equal to the one just before it:
gcd(10, 8)
gcd(10, 10 mod 8)
gcd(8, 2)
gcd(8, 8 mod 2)
gcd(2, 0)
2
In the first step, 8 does not equal zero, so the second part of the definition applies. 10 mod 8 = 2 because 8 goes into 10 once with a remainder of 2. At step 3, the second part applies again, but this time 8 mod 2 = 0 because 2 divides 8 with no remainder. At step 5, the second argument is 0, so the answer is 2.
Did you notice that gcd appears on both the left and right sides of the equals sign? A mathematician would say this definition is recursive because the expression you're defining recurs inside its definition.
Recursive definitions tend to be elegant. For example, a recursive definition for the sum of a list is
sum l =
if empty(l)
return 0
else
return head(l) + sum(tail(l))
where head is the first element in a list and tail is the rest of the list. Note that sum recurs inside its definition at the end.
Maybe you'd prefer the maximum value in a list instead:
max l =
if empty(l)
error
elsif length(l) = 1
return head(l)
else
tailmax = max(tail(l))
if head(l) > tailmax
return head(l)
else
return tailmax
You might define multiplication of non-negative integers recursively to turn it into a series of additions:
a * b =
if b = 0
return 0
else
return a + (a * (b - 1))
If that bit about transforming multiplication into a series of additions doesn't make sense, try expanding a few simple examples to see how it works.
Merge sort has a lovely recursive definition:
sort(l) =
if empty(l) or length(l) = 1
return l
else
(left,right) = split l
return merge(sort(left), sort(right))
Recursive definitions are all around if you know what to look for. Notice how all of these definitions have very simple base cases, e.g., gcd(m, 0) = m. The recursive cases whittle away at the problem to get down to the easy answers.
With this understanding, you can now appreciate the other algorithms in Wikipedia's article on recursion!
A function that calls itself
When a function can be (easily) decomposed into a simple operation plus the same function on some smaller portion of the problem. I should say, rather, that this makes it a good candidate for recursion.
They do!
The canonical example is the factorial which looks like:
int fact(int a)
{
if(a==1)
return 1;
return a*fact(a-1);
}
In general, recursion isn't necessarily fast (function call overhead tends to be high because recursive functions tend to be small, see above) and can suffer from some problems (stack overflow anyone?). Some say they tend to be hard to get 'right' in non-trivial cases but I don't really buy into that. In some situations, recursion makes the most sense and is the most elegant and clear way to write a particular function. It should be noted that some languages favor recursive solutions and optimize them much more (LISP comes to mind).
A recursive function is one which calls itself. The most common reason I've found to use it is traversing a tree structure. For example, if I have a TreeView with checkboxes (think installation of a new program, "choose features to install" page), I might want a "check all" button which would be something like this (pseudocode):
function cmdCheckAllClick {
checkRecursively(TreeView1.RootNode);
}
function checkRecursively(Node n) {
n.Checked = True;
foreach ( n.Children as child ) {
checkRecursively(child);
}
}
So you can see that the checkRecursively first checks the node which it is passed, then calls itself for each of that node's children.
You do need to be a bit careful with recursion. If you get into an infinite recursive loop, you will get a Stack Overflow exception :)
I can't think of a reason why people shouldn't use it, when appropriate. It is useful in some circumstances, and not in others.
I think that because it's an interesting technique, some coders perhaps end up using it more often than they should, without real justification. This has given recursion a bad name in some circles.
Recursion is an expression directly or indirectly referencing itself.
Consider recursive acronyms as a simple example:
GNU stands for GNU's Not Unix
PHP stands for PHP: Hypertext Preprocessor
YAML stands for YAML Ain't Markup Language
WINE stands for Wine Is Not an Emulator
VISA stands for Visa International Service Association
More examples on Wikipedia
Recursion works best with what I like to call "fractal problems", where you're dealing with a big thing that's made of smaller versions of that big thing, each of which is an even smaller version of the big thing, and so on. If you ever have to traverse or search through something like a tree or nested identical structures, you've got a problem that might be a good candidate for recursion.
People avoid recursion for a number of reasons:
Most people (myself included) cut their programming teeth on procedural or object-oriented programming as opposed to functional programming. To such people, the iterative approach (typically using loops) feels more natural.
Those of us who cut our programming teeth on procedural or object-oriented programming have often been told to avoid recursion because it's error prone.
We're often told that recursion is slow. Calling and returning from a routine repeatedly involves a lot of stack pushing and popping, which is slower than looping. I think some languages handle this better than others, and those languages are most likely not those where the dominant paradigm is procedural or object-oriented.
For at least a couple of programming languages I've used, I remember hearing recommendations not to use recursion if it gets beyond a certain depth because its stack isn't that deep.
A recursive statement is one in which you define the process of what to do next as a combination of the inputs and what you have already done.
For example, take factorial:
factorial(6) = 6*5*4*3*2*1
But it's easy to see factorial(6) also is:
6 * factorial(5) = 6*(5*4*3*2*1).
So generally:
factorial(n) = n*factorial(n-1)
Of course, the tricky thing about recursion is that if you want to define things in terms of what you have already done, there needs to be some place to start.
In this example, we just make a special case by defining factorial(1) = 1.
Now we see it from the bottom up:
factorial(6) = 6*factorial(5)
= 6*5*factorial(4)
= 6*5*4*factorial(3) = 6*5*4*3*factorial(2) = 6*5*4*3*2*factorial(1) = 6*5*4*3*2*1
Since we defined factorial(1) = 1, we reach the "bottom".
Generally speaking, recursive procedures have two parts:
1) The recursive part, which defines some procedure in terms of new inputs combined with what you've "already done" via the same procedure. (i.e. factorial(n) = n*factorial(n-1))
2) A base part, which makes sure that the process doesn't repeat forever by giving it some place to start (i.e. factorial(1) = 1)
It can be a bit confusing to get your head around at first, but just look at a bunch of examples and it should all come together. If you want a much deeper understanding of the concept, study mathematical induction. Also, be aware that some languages optimize for recursive calls while others do not. It's pretty easy to make insanely slow recursive functions if you're not careful, but there are also techniques to make them performant in most cases.
Hope this helps...
I like this definition:
In recursion, a routine solves a small part of a problem itself, divides the problem into smaller pieces, and then calls itself to solve each of the smaller pieces.
I also like Steve McConnells discussion of recursion in Code Complete where he criticises the examples used in Computer Science books on Recursion.
Don't use recursion for factorials or Fibonacci numbers
One problem with
computer-science textbooks is that
they present silly examples of
recursion. The typical examples are
computing a factorial or computing a
Fibonacci sequence. Recursion is a
powerful tool, and it's really dumb to
use it in either of those cases. If a
programmer who worked for me used
recursion to compute a factorial, I'd
hire someone else.
I thought this was a very interesting point to raise and may be a reason why recursion is often misunderstood.
EDIT:
This was not a dig at Dav's answer - I had not seen that reply when I posted this
1.)
A method is recursive if it can call itself; either directly:
void f() {
... f() ...
}
or indirectly:
void f() {
... g() ...
}
void g() {
... f() ...
}
2.) When to use recursion
Q: Does using recursion usually make your code faster?
A: No.
Q: Does using recursion usually use less memory?
A: No.
Q: Then why use recursion?
A: It sometimes makes your code much simpler!
3.) People use recursion only when it is very complex to write iterative code. For example, tree traversal techniques like preorder, postorder can be made both iterative and recursive. But usually we use recursive because of its simplicity.
Here's a simple example: how many elements in a set. (there are better ways to count things, but this is a nice simple recursive example.)
First, we need two rules:
if the set is empty, the count of items in the set is zero (duh!).
if the set is not empty, the count is one plus the number of items in the set after one item is removed.
Suppose you have a set like this: [x x x]. let's count how many items there are.
the set is [x x x] which is not empty, so we apply rule 2. the number of items is one plus the number of items in [x x] (i.e. we removed an item).
the set is [x x], so we apply rule 2 again: one + number of items in [x].
the set is [x], which still matches rule 2: one + number of items in [].
Now the set is [], which matches rule 1: the count is zero!
Now that we know the answer in step 4 (0), we can solve step 3 (1 + 0)
Likewise, now that we know the answer in step 3 (1), we can solve step 2 (1 + 1)
And finally now that we know the answer in step 2 (2), we can solve step 1 (1 + 2) and get the count of items in [x x x], which is 3. Hooray!
We can represent this as:
count of [x x x] = 1 + count of [x x]
= 1 + (1 + count of [x])
= 1 + (1 + (1 + count of []))
= 1 + (1 + (1 + 0)))
= 1 + (1 + (1))
= 1 + (2)
= 3
When applying a recursive solution, you usually have at least 2 rules:
the basis, the simple case which states what happens when you have "used up" all of your data. This is usually some variation of "if you are out of data to process, your answer is X"
the recursive rule, which states what happens if you still have data. This is usually some kind of rule that says "do something to make your data set smaller, and reapply your rules to the smaller data set."
If we translate the above to pseudocode, we get:
numberOfItems(set)
if set is empty
return 0
else
remove 1 item from set
return 1 + numberOfItems(set)
There's a lot more useful examples (traversing a tree, for example) which I'm sure other people will cover.
Well, that's a pretty decent definition you have. And wikipedia has a good definition too. So I'll add another (probably worse) definition for you.
When people refer to "recursion", they're usually talking about a function they've written which calls itself repeatedly until it is done with its work. Recursion can be helpful when traversing hierarchies in data structures.
An example: A recursive definition of a staircase is:
A staircase consists of:
- a single step and a staircase (recursion)
- or only a single step (termination)
To recurse on a solved problem: do nothing, you're done.
To recurse on an open problem: do the next step, then recurse on the rest.
In plain English:
Assume you can do 3 things:
Take one apple
Write down tally marks
Count tally marks
You have a lot of apples in front of you on a table and you want to know how many apples there are.
start
Is the table empty?
yes: Count the tally marks and cheer like it's your birthday!
no: Take 1 apple and put it aside
Write down a tally mark
goto start
The process of repeating the same thing till you are done is called recursion.
I hope this is the "plain english" answer you are looking for!
A recursive function is a function that contains a call to itself. A recursive struct is a struct that contains an instance of itself. You can combine the two as a recursive class. The key part of a recursive item is that it contains an instance/call of itself.
Consider two mirrors facing each other. We've seen the neat infinity effect they make. Each reflection is an instance of a mirror, which is contained within another instance of a mirror, etc. The mirror containing a reflection of itself is recursion.
A binary search tree is a good programming example of recursion. The structure is recursive with each Node containing 2 instances of a Node. Functions to work on a binary search tree are also recursive.
This is an old question, but I want to add an answer from logistical point of view (i.e not from algorithm correctness point of view or performance point of view).
I use Java for work, and Java doesn't support nested function. As such, if I want to do recursion, I might have to define an external function (which exists only because my code bumps against Java's bureaucratic rule), or I might have to refactor the code altogether (which I really hate to do).
Thus, I often avoid recursion, and use stack operation instead, because recursion itself is essentially a stack operation.
You want to use it anytime you have a tree structure. It is very useful in reading XML.
Recursion as it applies to programming is basically calling a function from inside its own definition (inside itself), with different parameters so as to accomplish a task.
"If I have a hammer, make everything look like a nail."
Recursion is a problem-solving strategy for huge problems, where at every step just, "turn 2 small things into one bigger thing," each time with the same hammer.
Example
Suppose your desk is covered with a disorganized mess of 1024 papers. How do you make one neat, clean stack of papers from the mess, using recursion?
Divide: Spread all the sheets out, so you have just one sheet in each "stack".
Conquer:
Go around, putting each sheet on top of one other sheet. You now have stacks of 2.
Go around, putting each 2-stack on top of another 2-stack. You now have stacks of 4.
Go around, putting each 4-stack on top of another 4-stack. You now have stacks of 8.
... on and on ...
You now have one huge stack of 1024 sheets!
Notice that this is pretty intuitive, aside from counting everything (which isn't strictly necessary). You might not go all the way down to 1-sheet stacks, in reality, but you could and it would still work. The important part is the hammer: With your arms, you can always put one stack on top of the other to make a bigger stack, and it doesn't matter (within reason) how big either stack is.
Recursion is the process where a method call iself to be able to perform a certain task. It reduces redundency of code. Most recurssive functions or methods must have a condifiton to break the recussive call i.e. stop it from calling itself if a condition is met - this prevents the creating of an infinite loop. Not all functions are suited to be used recursively.
hey, sorry if my opinion agrees with someone, I'm just trying to explain recursion in plain english.
suppose you have three managers - Jack, John and Morgan.
Jack manages 2 programmers, John - 3, and Morgan - 5.
you are going to give every manager 300$ and want to know what would it cost.
The answer is obvious - but what if 2 of Morgan-s employees are also managers?
HERE comes the recursion.
you start from the top of the hierarchy. the summery cost is 0$.
you start with Jack,
Then check if he has any managers as employees. if you find any of them are, check if they have any managers as employees and so on. Add 300$ to the summery cost every time you find a manager.
when you are finished with Jack, go to John, his employees and then to Morgan.
You'll never know, how much cycles will you go before getting an answer, though you know how many managers you have and how many Budget can you spend.
Recursion is a tree, with branches and leaves, called parents and children respectively.
When you use a recursion algorithm, you more or less consciously are building a tree from the data.
In plain English, recursion means to repeat someting again and again.
In programming one example is of calling the function within itself .
Look on the following example of calculating factorial of a number:
public int fact(int n)
{
if (n==0) return 1;
else return n*fact(n-1)
}
Any algorithm exhibits structural recursion on a datatype if basically consists of a switch-statement with a case for each case of the datatype.
for example, when you are working on a type
tree = null
| leaf(value:integer)
| node(left: tree, right:tree)
a structural recursive algorithm would have the form
function computeSomething(x : tree) =
if x is null: base case
if x is leaf: do something with x.value
if x is node: do something with x.left,
do something with x.right,
combine the results
this is really the most obvious way to write any algorith that works on a data structure.
now, when you look at the integers (well, the natural numbers) as defined using the Peano axioms
integer = 0 | succ(integer)
you see that a structural recursive algorithm on integers looks like this
function computeSomething(x : integer) =
if x is 0 : base case
if x is succ(prev) : do something with prev
the too-well-known factorial function is about the most trivial example of
this form.
function call itself or use its own definition.

Is there a built-in way to match ranges of values against ranges of values in JavaScript?

Let's say I have a value somewhere in a list items, whose value is a range from 3-10.
Then let's say I search using a range from say 5-15.
Since the lower end of the search range (5) falls within the range of the entry in the list (3-10), then it should match.
To do this I have to check if either range value in the search falls between the range values of the entry, and vice-verse.
While I have a working function for this, I was wondering if there is a common pattern or built-in way to do this kind of "range matrix" filtering in JavaScript. I don't even know if there is some actual nomenclature for this sort of thing.
Expected behavior: https://repl.it/Jz6c/0
Perhaps this is more of a Code Review question than a Stack Overflow question, but since we're here...
Based on your repl.it demo, it looks like you are asking if there is a simpler way to write this code:
var matchesRange = function(min, max, value) {
return value >= min && value <= max;
};
var matchesRangeMatrix = function(searchRange, targetRange) {
return matchesRange(searchRange.min, searchRange.max, targetRange.min) ||
matchesRange(searchRange.min, searchRange.max, targetRange.max) ||
matchesRange(targetRange.min, targetRange.max, searchRange.min) ||
matchesRange(targetRange.min, targetRange.max, searchRange.max);
};
where you call matchesRangeMatrix() with two object arguments, each of which has a min and max property.
This code makes a total of eight comparisons (four calls to matchesRange with two comparisons each).
You can do the whole thing with only two comparisons. Let's take out the matrix nomenclature, since that seems to make it sound more complicated than it is. Instead, how about a function called rangesOverlap():
function rangesOverlap( one, two ) {
return one.min < two.max && two.min < one.max;
}
That's all you need! Try this updated version of your repl.it and compare the results with your original.
If you're wondering how something so simple could work, I invite you to read this Hacker News discussion where I and a few other people debated this very topic. (I'm "Stratoscope" over there, but in particular look for a comment by "barrkel" about a third of the way down the page that lists a truth table for this problem.)
The context of that discussion was whether two appointments conflict or not. For example, appointments from 1-2pm and 2-3pm would not conflict even though the first one ends at the same time the second one begins. If your definition of overlapping ranges is different, so 1-2 and 2-3 would be considered to overlap, you should be able to do this by using <= instead of <:
function rangesOverlap( one, two ) {
return one.min <= two.max && two.min <= one.max;
}
But fair warning, I have not tested this version of the code.
Note that this isn't anything specific to JavaScript. The same question and the same solutions would apply to pretty much any programming language.

Logic for grouping similar parameters

I am trying to figure out the best logic for grouping parameters within a certain tolerance. It's easier to explain with an example...
Task1: parameter1=140
Task2: parameter1=137
Task3: parameter1=142
Task4: parameter1=139
Task5: parameter1=143
If I want to group tasks if they are within 2 of each other, I think I need to do several passes. For the example, the desired result would be this:
Task4 covers Task1, Task2, and Task4
Task3 covers Task3 and Task5
There are multiple possibilities because Task1 could also cover 3 and 4 but then 2 and 5 would be two additional tasks that are by themselves. Basically, I would want the fewest number of tasks that are within 2 of each other.
I am currently trying to do this in excel VBA but I may port the code to php later. I really just don't know where to start because it seems pretty complex.
You'l need a clustering algorithm i'd assume. Consider the following parameters-
Task1: parameter1=140
Task2: parameter1=142
Task3: parameter1=144
Task4: parameter1=146
Task5: parameter1=148
Depending on your logic the clustering will get weird here. If you simply check each number for numbers near it all of these will be clustered. But does 140 and 148 deserve to be in the same cluster? Try kmeans clustering. There will be some gray area but the result will be relatively accurate.
http://en.wikipedia.org/wiki/K-means_clustering
You can group tasks in a single pass if you decide the group boundaries before looking at the tasks. Here's a simple example using buckets of width 4, based on your goal to group tasks within +/-2 of each other:
Dim bucket As Integer
For Each parameter In parameters
bucket = Round(parameter / 4, 0)
' ... do something now that you know what bucket the task is in
Next parameter
If the groups provided by fixed buckets don't fit the data closely enough for your needs, you will need to use an algorithm that makes multiple passes. Since the data in your example is one-dimensional, you can (and should!) use simpler techniques than k-means clustering.
A good next place to look might be Literate Jenks Natural Breaks and How The Idea Of Code is Lost, with a very well commented Jenks Natural Breaks Optimization in JavaScript.

Detecting collisions between two moving objects

I've got a basic Space Invaders type game going, and I can't get it to recognise when the shot from the player hits the alien. (I'm only checking Alien2 atm, the one second from the left). Since they're both moving, I've decided the only way to check for collisions is with either a range-based if statement (with 2 top coordinates and one left coordinate), or directly comparing the positions along the Y axis with Jquery.
I'm using the range-based solution at the moment, but so far it hasn't worked (not sure why).
My code so far:
if (key == "87"/*&& document.getElementById('BarrelOne').id=='BarrelOne'*/){
var Invader2 = document.getElementById('Alien2');
var Shot1 = document.getElementById('ShortShot');
Shot1.style.webkitAnimationPlayState="running";
setTimeout(function(){
Shot1.style.webkitAnimationPlayState="paused";
}, 1200);
if(document.elementFromPoint(625.5, 265.5) == Shot1){
Invader2.style.visibility="hidden";
}
};
Jsfiddle:
http://jsfiddle.net/ZJxgT/2/
I did something similar, and i found that it was much easier to achieve using gameQuery.
to test for collisions:
var collided = $("#div1").collision("#div2");
you can see full working example here
EDIT
If you're having trouble check out the API. For example, to find out how to use collisions check this part of the API.
the collision works in the following way:
This method returns the list of elements collisioning with the selected one but only those that match with the filter given as parameter. It takes two optional arguments (their order is not important). The filter is a string filtering element used to detect collision, it should contain all the elements the function should search collision into. For example if you look for collision with element of the class ‘foo’ that may be contained in a group you will use the filter ".group,.foo".
So, write something like this:
$("#ShortShot").collision("#Alien2").hide();
// will return the alien if it collides with ShortShot
or, to hide them both:
if (($("#ShortShot").collision("#Alien2")).length) {
$("#ShortShot").remove();
$("#Alien2").remove();
}
Instead of losing hours reinventing the wheel, I would suggest to switch (if still possible, depending on your time deadline) to a real 2D game engine for Javascript, with easy collision detection.
Check as well: 2D Engines for Javascript

Javascript: What's the algorithmic performance of 'splice'?

That is, would I be better suited to use some kind of tree or skip list data structure if I need to be calling this function a lot for individual array insertions?
You might consider whether you want to use an object instead; all JavaScript objects (including Array instances) are (highly-optimized) sets of key/value pairs with an optional prototype An implementation should (note I don't say "does") have a reasonable performance hashing algorithm. (Update: That was in 2010. Here in 2018, objects are highly optimized on all significant JavaScript engines.)
Aside from that, the performance of splice is going to vary a lot between implementations (e.g., vendors). This is one reason why "don't optimize prematurely" is even more appropriate advice for JavaScript applications that will run in multiple vendor implementations (web apps, for instance) than it is even for normal programming. Keep your code well modularized and address performance issues if and when they occur.
Here's a good rule of thumb, based on tests done in Chrome, Safari and Firefox: Splicing a single value into the middle of an array is roughly half as fast as pushing/shifting a value to one end of the array. (Note: Only tested on an array of size 10,000.)
http://jsperf.com/splicing-a-single-value
That's pretty fast. So, it's unlikely that you need to go so far as to implement another data structure in order to squeeze more performance out.
Update: As eBusiness points out in the comments below, the test performs an expensive copy operation along with each splice, push, and shift, which means that it understates the difference in performance. Here's a revised test that avoids the array copying, so it should be much more accurate: http://jsperf.com/splicing-a-single-value/19
Move single value
// tmp = arr[1][i];
// arr[1].splice(i, 1); // splice is slow in FF
// arr[1].splice(end0_1, 0, tmp);
tmp = arr[1][i];
ii = i;
while (ii<end0_1)
{
arr[1][ii] = arr[1][++ii];
cycles++;
}
arr[1][end0_1] = tmp;

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