TweetFollow Us on Twitter

Apr 00 Challenge

Volume Number: 16 (2000)
Issue Number: 4
Column Tag: Programmer's Challenge

Programmer's Challenge

by Bob Boonstra, Westford, MA

Text Compression

This month, we've got some very important messages to send. But we're not living in a world of free bandwidth. In fact, bandwidth in our Challenge world is very expensive, so expensive that we're asking you to compress our messages and save us a few bytes.

The prototype for the code you should write is:

void * /* yourStorage */ InitCompression(void);

long /* compressedLength */ CompressText(
  char *inputText,        /* text to be compressed */
  long numInputChars,     /* length of inputText in bytes */
  char *compressedText,   /* return compressedText here */
  const void *yourStorage /* storage returned by InitCompression */
);

long /* expandedLength */ ExpandText(
  char *compressedText,   /* encoded text to be expanded */
  long compressedLength,  /* length of encoded text in bytes */
  char *expandedText,     /* return expanded text here */
  const void *yourStorage /* storage returned by InitCompression */
);

void TermCompression(
  void *yourStorage       /* storage returned by InitCompression */
);

For this Challenge, you need to provide the four routines indicated above. Your InitCompression and TermCompression routines will be called only once each, at the beginning of the test and at the end of the test, respectively. InitCompression should allocate and return a block of yourStorage where you initialize any information needed by your compression and expansion routines. That storage will be passed back to you unchanged each time you are asked to compress or decompress text. TermCompression will be called at the end of the test and should deallocate the block of yourStorage to avoid a memory leak.

In between the calls to InitCompression and TermCompression, the test code will make multiple calls to CompressText and ExpandText with different inputText values. CompressText should process the inputText, populate the compressedText, and return the number of bytes in the result. ExpandText does the opposite, processing the compressedText, converting it to expandedText, and returning the number of bytes of the original text. Multiple CompressText and ExpandText calls will occur with varying inputText and compressedText, in any order, with the obvious constraint that text must be encoded before it can be decoded.

The inputText may contain any character between 0x00 and 0x7F, inclusive. As a practical matter, the inputText will be drawn from paragraphs of English-language text, computer programs in C, C++, and Pascal, and html pages.

All text-specific information needed to decode the compressedText must be stored in the compressedText itself. Any text-independent decoding information may be stored in yourStorage or in static storage within your program. No text-specific encoding information may be stored in yourStorage or in static variables.

The winner will be the solution that correctly compresses the inputText into the least costly compressedText, where cost is a function of length and execution time. Specifically, each inputText will have a cost equal to theCompressedLength of the corresponding compressedText, plus a penalty of 10% for each 100 milliseconds required to do the encoding and decoding.

This will be a native PowerPC Challenge, using the CodeWarrior Pro 5 environment. Solutions may be coded in C, C++, or Pascal. Solutions in Java will also be accepted, but Java entries must be accompanied by a test driver that uses the interface provided in the problem statement.

Three Months Ago Winner

Congratulations to Sebastian Maurer for winning the January, 2000, Triangle Peg Challenge. The Peg Challenge required entries to solve variously sized games of peg solitaire, a game where pegs are arranged in holes on a triangle board. The objective of the game is to repeatedly jump one peg over an adjacent one, removing the jumped peg each time, with the intent of removing as many pegs as possible. In our Challenge, scoring counted 1000 penalty points for each peg left on the board, plus one penalty point for each millisecond of execution time. Sebastian did not submit the fastest entry - in fact, he ranked third in speed - but it played the Peg game significantly better than the other solutions, resulting in a better overall score.

I evaluated the Pegs entries using 14 test cases, ranging from 5 pegs to 100 pegs on a side. Nine of the test cases were missing only one peg, one of the large puzzles was missing 50 pegs, with the remainder missing a small number of pegs. Sebastian's entry left fewer pegs on the board than the second place solution in 12 of 14 test cases, and fewer than the third place solution in 10 of 14 cases. Sebastian's entry won in all of the test cases involving larger puzzles.

Sebastian's code is rather sparsely commented. The work is done in his Search routine, which iteratively tries valid moves, backtracks when it cannot find a valid move, and saves the best solution found so far. In looking at the code for the top entries, it wasn't obvious why Sebastian's solution did so much better than the others. The entries did use different logic to prune the search and trade execution time against search depth; perhaps those differences explain the performance variation.

The table below lists, for each of the solutions submitted, the overall score, the execution time in microseconds, and the total number of pegs left on the board for all of our test cases. It also indicates the code size, data size, and programming language used by each solution. Two entries did not complete all of the test cases and are listed last. As usual, the number in parentheses after the entrant's name is the total number of Challenge points earned in all Challenges prior to this one.

NameScoreTime (µsecs)Pegs LeftCode SizeData SizeLang
Sebastian Maurer (77)20224644646419764852162C
Andrew Downs (2)3623988109883613187220C
Willeke Rieken (61)3727672146723713302056C++
Randy Boring (112)11211715476714107357308132096C++
M. L.N/AN/A2648218C
J. C.N/AN/A108281021C++

Top Contestants

Listed here are the Top Contestants for the Programmer's Challenge, including everyone who has accumulated 10 or more points during the past two years. The numbers below include points awarded over the 24 most recent contests, including points earned by this month's entrants.

RankNamePoints
1.Munter, Ernst227
2.Saxton, Tom139
3.Maurer, Sebastian87
4.Rieken, Willeke48
5.Boring, Randy43
6.Heithcock, JG43
7.Shearer, Rob43
8.Taylor, Jonathan24
9.Brown, Pat20
10.Downs, Andrew12
11.Jones, Dennis12
12.Hart, Alan11
13.Duga, Brady10
14.Hewett, Kevin10
15.Murphy, ACC10
16.Selengut, Jared10
17.Strout, Joe10
18.Varilly, Patrick10

There are three ways to earn points: (1) scoring in the top 5 of any Challenge, (2) being the first person to find a bug in a published winning solution or, (3) being the first person to suggest a Challenge that I use. The points you can win are:

1st place20 points
2nd place10 points
3rd place7 points
4th place4 points
5th place2 points
finding bug2 points
suggesting Challenge2 points

Here is Sebastian's winning Triangle Peg solution:

Pegs.c
Copyright © 2000 Sebastian Maurer

#include "Pegs.h"
#include "Memory.h"
#include "Timer.h"

#include <stdio.h>

const int kNumTries = 1000;
const UInt32 kStopTime = 500000;
  // in microseconds

const int kNumDirections = 6;
enum {kIllegal = 0, kFull, kEmpty};

char** gGrid;
PegJump *gCurrentJumps;
PegJump *gBestJumps;
int gBestScore;
UnsignedWide gLastImprovement;
unsigned short *gDirection;
short gDeltaRow[kNumDirections];
short gDeltaCol[kNumDirections];

static UInt32 WideDiff(UnsignedWide m1, UnsignedWide m2)
{
  UnsignedWide m;
  m.lo = m2.lo - m1.lo;
  m.hi = m2.hi - m1.hi;
  if (m1.lo > m2.lo)
    m.hi -= 1;
  return m.lo;
}

static void PrintBoard(int triangleSize) {
  for(int r = 0; r < triangleSize; r++) {
    for(int c = - triangleSize; c <= triangleSize; c++)
    {
      switch (gGrid[r][c]) {
        case kIllegal: printf(" "); break;
        case kFull: printf("X"); break;
        case kEmpty: printf("."); break;
        default: printf("?");
      }
    }
    printf("\n");
  }
  printf("\n");
}

AllocateGrid
//////
// Memory allocation for the 2D grid
static char **AllocateGrid(
  int xMin, int xMax,
  int yMin, int yMax)
{
  int i, j;
  int nx = xMax - xMin + 1;
  int ny = yMax - yMin + 1;
  char **array;
  Ptr p;
  int rowSize;

  array = (char **) NewPtr((Size)(nx * sizeof(char*)));
  if (array == 0)
    return 0;
  
  array -= xMin;
  p = NewPtr((Size)(nx * ny * sizeof(char)));
  if (p == 0)
    return 0;
  p -= yMin * sizeof(char);
  rowSize = (int)(ny * sizeof(char));
  for(i = xMin; i <= xMax; i++) {
    array[i] = (char*) p;
    p += rowSize;
  }

  for(i = xMin; i <= xMax; i++)
    for(j = yMin; j <= yMax; j++)
      array[i][j] = 0;

  return array;
}

DeallocateGrid
static void DeallocateGrid(
  char **array, long xMin, long yMin)
{
  DisposePtr((Ptr) (array[xMin] + yMin));
  DisposePtr((Ptr) (array + xMin));
}

FillGrid
//////
// Fill the grid with the initial configuration
static void FillGrid(
  short size,
  short numInitialPegs,
  TrianglePegPosition initialPegPositions[]
) {
  for(int r = -2; r < size + 2; r++)
    for(int c = - size - 2; c <= size + 2; c++)
      gGrid[r][c] = kIllegal;

  for(int r = 0; r < size; r++)
    for(int c = - r; c <= r; c += 2)
      gGrid[r][c] = kEmpty;
  
  for(int p = 0; p < numInitialPegs; p++) {
    int row = initialPegPositions[p].row;
    int col = initialPegPositions[p].col;
    gGrid[row][col] = kFull;
  }
}

SaveSolution
//////
// Store the current best solution
static void SaveSolution(int numMoves) {
  gBestScore = numMoves;

  for(int m = 0; m < numMoves; m++) {
    gBestJumps[m].from.row =
      gCurrentJumps[m].from.row;
    gBestJumps[m].from.col =
      gCurrentJumps[m].from.col;
    gBestJumps[m].to.row =
      gCurrentJumps[m].to.row;
    gBestJumps[m].to.col =
      gCurrentJumps[m].to.col;
  }
    
}

Try
//////
// Perform a move if it is legal, and return true
// If the move is illegal, return false
// I assume position (r,c) already contains a peg
static bool Try(int move, int r, int c, int dir)
{
  int dr = gDeltaRow[dir];
  int dc = gDeltaCol[dir];

  if ((gGrid[r + dr][c + dc] == kFull) &&
    (gGrid[r + 2 * dr][c + 2 * dc] == kEmpty))
  {
    gDirection[move] = dir;
      
    gCurrentJumps[move].from.row = r;
    gCurrentJumps[move].from.col = c;
    
    gCurrentJumps[move].to.row = r + 2 * dr;
    gCurrentJumps[move].to.col = c + 2 * dc;
    
    gGrid[r][c] = kEmpty;
    gGrid[r + dr][c + dc] = kEmpty;
    gGrid[r + 2 * dr][c + 2 * dc] = kFull;

    return true;
  }
  else
    return false;
}

UndoMove
//////
// Undo a move by restoring the grid
static inline void UndoMove(int row, int col, int dir) {
  int dr = gDeltaRow[dir];
  int dc = gDeltaCol[dir];

  gGrid[row][col] = kFull;
  gGrid[row + dr][col + dc] = kFull;
  gGrid[row + 2 * dr][col + 2 * dc] = kEmpty;
}

Search
//////
// This is where the search is done
static void Search(
  int numInitialPegs,
  int triangleSize
) {

  UnsignedWide now;
  int move, row, col, dir;
  bool abort = false;
  bool haveASolution = false;
  
  int numTries = 0;

  row = 0;
  col = 0;
  dir = -1;
  move = 0;

  do {
  
    // find the next valid move
    do {
      dir++;
      if (dir >= kNumDirections) {
        dir = 0;
        col++;
        if (col == row + 1) {
          row++;
          col = - row;
        }
      }
    } while ((row < triangleSize) &&
           ((gGrid[row][col] == kEmpty) ||
            !Try(move, row, col, dir)));
  
    if (row < triangleSize) {
      // we just made a valid move
      // start work on the next move
      
      move++;

      row = 0;
      col = 0;
      dir = 0;
    } else { // we reached a dead end
      
      // see if this is a better solution
      if (move > gBestScore) {
        SaveSolution(move);
        haveASolution = true;

        if (move + 1 == numInitialPegs)
          abort = true;

        Microseconds(&now);

        gLastImprovement = now;
      }
      
      // backtrack
      move-;
      
      if (move >= 0) {
        row = gCurrentJumps[move].from.row;
        col = gCurrentJumps[move].from.col;
        dir = gDirection[move];
        UndoMove(row, col, dir);        
      }
      
    }
    
    if (haveASolution) {
      // if we already reached a dead end once,
      // don't waste time searching more
    
      numTries++;
      if (numTries == kNumTries) {
        numTries = 0;
        Microseconds(&now);
        if (WideDiff(gLastImprovement, now) >
            kStopTime)
        {
          abort = true;
        }
      }
    }

  } while (!abort && (move >= 0));
}

SolvePegTriangle
short /* number of moves */ SolvePegTriangle (
  short triangleSize,
    /* number of rows in triangle to solve */
  short numInitialPegs,
    /* number of pegs in starting puzzle position */
  TrianglePegPosition initialPegPositions[],
    /* peg locations in starting puzzle position */
  PegJump pegJumps[]
    /* return peg moves that solve the puzzle here,
       in sequence */

) {
  // prepare, allocate, initialize structures
  gDeltaRow[0] = -1; gDeltaCol[0] = -1;
  gDeltaRow[1] = -1; gDeltaCol[1] = +1;
  gDeltaRow[2] = 0; gDeltaCol[2] = -2;
  gDeltaRow[3] = 0; gDeltaCol[3] = +2;
  gDeltaRow[4] = +1; gDeltaCol[4] = -1;
  gDeltaRow[5] = +1; gDeltaCol[5] = +1;
  
  gGrid =
    AllocateGrid(-2, triangleSize + 2,
      - triangleSize - 2, triangleSize + 2);
  if (gGrid == 0)
    return 0;
  
  gDirection = (unsigned short*)
    NewPtr(numInitialPegs * sizeof(unsigned short));
  if (gDirection == 0)
    return 0;
  
  gCurrentJumps = (PegJump*)
    NewPtr(numInitialPegs * sizeof(PegJump));
  if (gCurrentJumps == 0)
    return 0;

  gBestJumps = pegJumps;

  Microseconds(&gLastImprovement);
  gBestScore = 0;

  FillGrid(triangleSize, numInitialPegs,
       initialPegPositions);

  // do the work
  Search(numInitialPegs, triangleSize);

  // clean up
  DeallocateGrid(gGrid, -2, - triangleSize - 2);
  DisposePtr((Ptr)gDirection);
  DisposePtr((Ptr)gCurrentJumps);

  return gBestScore;
}
 
AAPL
$467.36
Apple Inc.
+0.00
MSFT
$32.87
Microsoft Corpora
+0.00
GOOG
$885.51
Google Inc.
+0.00

MacTech Search:
Community Search:

Software Updates via MacUpdate

VueScan 9.2.23 - Scanner software with a...
VueScan is a scanning program that works with most high-quality flatbed and film scanners to produce scans that have excellent color fidelity and color balance. VueScan is easy to use, and has... Read more
Acorn 4.1 - Bitmap image editor. (Demo)
Acorn is a new image editor built with one goal in mind - simplicity. Fast, easy, and fluid, Acorn provides the options you'll need without any overhead. Acorn feels right, and won't drain your bank... Read more
Mellel 3.2.3 - Powerful word processor w...
Mellel is the leading word processor for OS X, and has been widely considered the industry standard since its inception. Mellel focuses on writers and scholars for technical writing and multilingual... Read more
Iridient Developer 2.2 - Powerful image...
Iridient Developer (was RAW Developer) is a powerful image conversion application designed specifically for OS X. Iridient Developer gives advanced photographers total control over every aspect of... Read more
Delicious Library 3.1.2 - Import, browse...
Delicious Library allows you to import, browse, and share all your books, movies, music, and video games with Delicious Library. Run your very own library from your home or office using our... Read more
Epson Printer Drivers for OS X 2.15 - Fo...
Epson Printer Drivers includes the latest printing and scanning software for OS X 10.6, 10.7, and 10.8. Click here for a list of supported Epson printers and scanners.OS X 10.6 or laterDownload Now Read more
Freeway Pro 6.1.0 - Drag-and-drop Web de...
Freeway Pro lets you build websites with speed and precision... without writing a line of code! With it's user-oriented drag-and-drop interface, Freeway Pro helps you piece together the website of... Read more
Transmission 2.82 - Popular BitTorrent c...
Transmission is a fast, easy and free multi-platform BitTorrent client. Transmission sets initial preferences so things "Just Work", while advanced features like watch directories, bad peer blocking... Read more
Google Earth Web Plug-in 7.1.1.1888 - Em...
Google Earth Plug-in and its JavaScript API let you embed Google Earth, a true 3D digital globe, into your Web pages. Using the API you can draw markers and lines, drape images over the terrain, add... Read more
Google Earth 7.1.1.1888 - View and contr...
Google Earth gives you a wealth of imagery and geographic information. Explore destinations like Maui and Paris, or browse content from Wikipedia, National Geographic, and more. Google Earth... Read more

Meet Daniel Singer, the Thirteen-Year-Ol...
Ever had the idea for an app, but felt like the lack of programming and design ability was a bit of a non-starter? Well, 13-year-old Daniel Singer has made an app. He’s the designer of Backdoor, a chat app that lets users chat with their friends... | Read more »
Flashout 2 Gets Revealed, Offers Up An E...
Flashout 2 Gets Revealed, Offers Up An Enhanced Career Mode and Exciting New Circuits Posted by Andrew Stevens on August 13th, 2013 [ permalink ] | Read more »
Mickey Mouse Clubhouse Paint and Play HD...
Mickey Mouse Clubhouse Paint and Play HD Review By Amy Solomon on August 13th, 2013 Our Rating: :: 3-D FUNiPad Only App - Designed for the iPad Color in areas of the Mickey Mouse Clubhouse with a variety of art supplies for fun 3-... | Read more »
Strategy & Tactics: World War II Upd...
Strategy & Tactics: World War II Update Adds Two New Scenarios Posted by Andrew Stevens on August 12th, 2013 [ permalink ] Universal App - Designed for iPhone and iPad | Read more »
Expenses Planner Review
Expenses Planner Review By Angela LaFollette on August 12th, 2013 Our Rating: :: PLAIN AND SIMPLEUniversal App - Designed for iPhone and iPad Expenses Planner keeps track of future bills through due date reminders, and it also... | Read more »
Kinesis: Strategy in Motion Brings An Ad...
Kinesis: Strategy in Motion Brings An Adaptation Of The Classic Strategic Board Game To iOS Posted by Andrew Stevens on August 12th, 2013 [ | Read more »
Z-Man Games Creates New Studio, Will Bri...
Z-Man Games Creates New Studio, Will Bring A Digital Version of Pandemic! | Read more »
Minutely Review
Minutely Review By Jennifer Allen on August 12th, 2013 Our Rating: :: CROWDSOURCING WEATHERiPhone App - Designed for the iPhone, compatible with the iPad Work together to track proper weather conditions no matter what area of the... | Read more »
10tons Discuss Publishing Fantasy Hack n...
Recently announced, Trouserheart looks like quite the quirky, DeathSpank-style fantasy action game. Notably, it’s a game that is being published by established Finnish games studio, 10tons and developed by similarly established and Finnish firm,... | Read more »
Boat Watch Lets You Track Ships From Por...
Boat Watch Lets You Track Ships From Port To Port Posted by Andrew Stevens on August 12th, 2013 [ permalink ] Universal App - Designed for iPhone and iPad | Read more »

Price Scanner via MacPrices.net

15″ 2.3GHz MacBook Pro (refurbished) availabl...
 The Apple Store has Apple Certified Refurbished 15″ 2.3GHz MacBook Pros available for $1449 or $350 off the cost of new models. Apple’s one-year warranty is standard, and shipping is free. Read more
13″ 2.5GHz MacBook Pro on sale for $150 off M...
B&H Photo has the 13″ 2.5GHz MacBook Pro on sale for $1049.95 including free shipping. Their price is $150 off MSRP plus NY sales tax only. B&H will include free copies of Parallels Desktop... Read more
iPod touch (refurbished) available for up to...
The Apple Store is now offering a full line of Apple Certified Refurbished 2012 iPod touches for up to $70 off MSRP. Apple’s one-year warranty is included with each model, and shipping is free: -... Read more
27″ Apple Display (refurbished) available for...
The Apple Store has Apple Certified Refurbished 27″ Thunderbolt Displays available for $799 including free shipping. That’s $200 off the cost of new models. Read more
Apple TV (refurbished) now available for only...
The Apple Store has Apple Certified Refurbished 2012 Apple TVs now available for $75 including free shipping. That’s $24 off the cost of new models. Apple’s one-year warranty is standard. Read more
AnandTech Reviews 2013 MacBook Air (11-inch)...
AnandTech is never the first out with Apple new product reviews, but I’m always interested in reading their detailed, in-depth analyses of Macs and iDevices. AnandTech’s Vivek Gowri bought and tried... Read more
iPad, Tab, Nexus, Surface, And Kindle Fire: W...
VentureBeat’s John Koetsier says: The iPad may have lost the tablet wars to an army of Android tabs, but its still first in peoples hearts. Second place, however, belongs to a somewhat unlikely... Read more
Should You Buy An iPad mini Or An iPad 4?
Macworld UK’s David Price addresses the conundrum of which iPAd to buy? Apple iPad 4, iPad 2, iPad mini? Or hold out for the iPad mini 2 or the iPad 5? Price notes that potential Apple iPad... Read more
iDraw 2.3 A More Economical Alternative To Ad...
If you’re a working graphics pro, you can probably justify paying the stiff monthly rental fee to use Adobe’s Creative Cloud, including the paradigm-setting vector drawing app. Adobe Illustrator. If... Read more
New Documentary By Director Werner Herzog Sho...
Injuring or even killing someone because you were texting while driving is a life-changing experience. There are countless stories of people who took their eyes off the road for a second and ended up... Read more

Jobs Board

Sales Representative - *Apple* Honda - Appl...
APPLE HONDA AUTOMOTIVE CAREER FAIR! NOW HIRING AUTO SALES REPS, AUTO SERVICE BDC REPS & AUTOMOTIVE BILLER! NO EXPERIENCE NEEDED! Apple Honda is offering YOU a Read more
*Apple* Developer Support Advisor - Portugue...
Changing the world is all in a day's work at Apple . If you love innovation, here's your chance to make a career of it. You'll work hard. But the job comes with more than Read more
RBB - *Apple* OS X Platform Engineer - Barc...
RBB - Apple OS X Platform Engineer Ref 63198 Country USA…protected by law. Main Function | The engineering of Apple OS X based solutions, in line with customer and Read more
RBB - Core Software Engineer - Mac Platform (...
RBB - Core Software Engineer - Mac Platform ( Apple OS X) Ref 63199 Country USA City Dallas Business Area Global Technology Contract Type Permanent Estimated publish end Read more
*Apple* Desktop Analyst - Infinity Consultin...
Job Title: Apple Desktop Analyst Location: Yonkers, NY Job Type: Contract to hire Ref No: 13-02843 Date: 2013-07-30 Find other jobs in Yonkers Desktop Analyst The Read more
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.