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Re^2: Derangements iterator

by jdporter (Paladin)
on Dec 29, 2005 at 19:09 UTC ( [id://519831]=note: print w/replies, xml ) Need Help??


in reply to Re: Derangements iterator
in thread Derangements iterator

That doesn't guarantee that the constraint of derangement is met. Example scenario:

1 2 3 # original 2 1 3 # shuffled 1 3 2 # rotated one place to the left.
We're building the house of the future together.

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Re^3: Derangements iterator
by Roy Johnson (Monsignor) on Dec 29, 2005 at 19:14 UTC
    You misunderstood what was being deranged. What you list as the original is not the original, but merely the (unordered) set. Shuffling provides the "original" order, and rotation provides the derangement of that order.

    Caution: Contents may have been coded under pressure.

      We can just use the shuffle algorithm slightly modified to suit our needs :

      use Inline C => <<'END_OF_C_CODE'; void cderange(SV* array_ref) { AV* array; I32 index, i; SV** sv_1, **sv_2; SV* sv_temp; if (! SvROK(array_ref)) croak("array_ref is not a reference"); srand(time( NULL )); array = (AV*)SvRV(array_ref); index = av_len(array); for (; index; index--) { i = (I32) (rand() % (index)); sv_1 = av_fetch(array, index, 0); sv_2 = av_fetch(array, i, 0); sv_temp = *sv_1; *sv_1 = *sv_2; *sv_2 = sv_temp; } return; } END_OF_C_CODE sub derange { my $first = $_[0]; cderange \@_; if( $first eq $_[0] ){ ($_[0], $_[1]) = ($_[1], $_[0]) } return @_; }

      This is fast, but don't work very well with very big arrays (size over RANDMAX, usually 32000).

      --
      Jedaļ
        Oops.. Sorry, the wrapper performs unnecessary operations, here a good version :
        use Inline C => <<'END_OF_C_CODE'; void cderange ( SV* truc, ... ){ SV* sv_temp; I32 index, i; Inline_Stack_Vars; srand(time( NULL )); index = Inline_Stack_Items; for (; index; index--) { i = (I32) (rand() % (index)); sv_temp = Inline_Stack_Item(index); Inline_Stack_Item(index) = Inline_Stack_Item(i); Inline_Stack_Item(i) = sv_temp; } Inline_Stack_Done; } END_OF_C_CODE
        Very fast, but this code is subject to the same caveat as Algorithm::Numerical::Shuffle.

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