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VisualArray.coffee
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VisualArray.coffee
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###
# Represent an element in the to-be-sorted array.
# It has two attributes :
# - value : the value of the element. It's a float.
# - norm : an integer representing the distance from the lowest value in the array.
###
class Element
constructor: (value, norm) ->
if value?
value = parseFloat value
throw new Error("#{value} is not a float") if isNaN value
@value = value
if norm?
norm = parseFloat norm
throw new Error("#{norm} is not a float") if isNaN norm
@norm = norm
toString: ->
"{value:#{@value}, norm:#{@norm}}"
class VisualArray
constructor: (@canvas) ->
@ctx = canvas.getContext('2d')
@height = 200
@pxWidth = 800
@maxLength = @pxWidth / 2
@minLength = 3
@stepLength = 50
@maxRandom = Math.pow(2,10)
@animationQueue = []
@working = false
@stop = false
@quickHighlight = true
@quickCompare = true
###
# Use a convenient norm to draw the bars. When the array is sorted, each
# bar is at 0 or 1 from the next/previous bar.
# Without, the natural norm is used.
###
@normalizeBars = true
###
# When the bars aren't normalized, show the level 0 even if is far from the
# current values.
# If false, center the canvas on min - max.
###
@alwaysShowLevelZero = false
@colors = {
normal: "rgb(0,0,0)"
swap: "rgb(255, 0, 0)"
highlight: "rgb(0,255,0)"
persistHighlight: "rgb(0,127,0)"
compare: "rgb(127,0,200)"
insert: "rgb(0,0,255)"
slide: "rgb(127,127,255)"
}
###
# Generate and set an array of random values of the specified length.
# If the length is out the min/max, it will be automatically changed.
# @param {integer} length The length of the array.
###
generateValues: (length) =>
if @working
return
length = Math.max @minLength, Math.min @maxLength, length
@setValues (Math.floor(Math.random() * @maxRandom) for x in [1..length])
###
# Set the values to sort, and calculate the norm of the elements.
# @param {array[number]} values The new list of values.
# @throws {Error} If an item in the array is not a number.
# @throws {Error} If the array is too short or too long.
###
setValues: (values) ->
if @working
return
if !(@minLength <= values.length <= @maxLength)
throw new Error("there must be between #{@minLength} and #{@maxLength} items, not #{values.length}")
@values = (new Element(value) for value in values)
@length = @values.length
# sort a new array, leaving the array "values" in the same order
sortedValues = @values.slice().sort((a, b) -> a.value - b.value)
lastVal = null
@maxNorm = 0
@minValue = _.first(sortedValues).value
@maxValue = _.last(sortedValues).value
for a in sortedValues
++@maxNorm if a.value != lastVal
lastVal = a.value
a.norm = @maxNorm
@barWidth = (Math.floor @pxWidth / @length / 2) or 1
###
# Determine how to fit the value in the canvas.
# @param {number} value The value to fit in.
# @returns {object} How to place the bar :
# - y : the offset to use from the top
# - length : the length of the bar
###
scale: (value) =>
if @normalizeBars
# this is the same algorithm as the not-normalized branch, but with two
# properties : minNorm == 0 and maxNorm > 0, which greatly simplify
# the operations.
barLength = @height * value.norm / @maxNorm
y = @height - barLength
else
graphMinValue = if @alwaysShowLevelZero then Math.min(@minValue, 0) else @minValue
graphMaxValue = if @alwaysShowLevelZero then Math.max(@maxValue, 0) else @maxValue
if graphMinValue is graphMaxValue
# don't divide by 0 ! The universe might collapse.
# Arbitrary value : display the line on top
barLength = @height
y = 0
else # universe is safe
if 0 <= graphMinValue
zeroLevel = graphMinValue
else if graphMinValue < 0 < graphMaxValue
zeroLevel = 0
else if graphMaxValue <= 0
zeroLevel = graphMaxValue
# from = @height * (graphMaxValue - zeroLevel) / (graphMaxValue - graphMinValue)
# to = @height * (graphMaxValue - value.value) / (graphMaxValue - graphMinValue)
ratio = @height / (graphMaxValue - graphMinValue)
barLength = Math.abs(zeroLevel - value.value) * ratio
y = (graphMaxValue - Math.max(value.value, zeroLevel)) * ratio
# cheat to display bars without length
if barLength is 0
y-- if y > 0
barLength++
{y: y, barLength: barLength}
###
# Draw the line at the specified index.
# @param {number} index the index to draw
# @param {boolean} markForRedraw false if it doesn't need a redraw next time.
###
drawIndex: (index, markForRedraw = true) =>
@markedForRedraw.push index if markForRedraw
bar = @scale @animationValues[index]
@ctx.fillRect(2 * index * @barWidth, bar.y, @barWidth, bar.barLength)
###
# Completely clear the canvas.
###
clearContext: ->
@ctx.clearRect 0, 0, @pxWidth, @height
###
# Redraw a part of the canvas.
# @param {array[number]} range array of the indices to redraw. It must
# represent a range.
###
redrawParts: (range) ->
@ctx.clearRect(2 * _.first(range) * @barWidth, 0, 2 * range.length * @barWidth, @height)
@ctx.fillStyle = @colors.normal
for index in range
@drawIndex(index, false)
###
# Redraw the persistent highlight.
###
redrawPersistentHighlight: ->
@ctx.fillStyle = @colors.persistHighlight
for index in @currentHighlight
@drawIndex(index, false)
###
# Redraw the parts of the canvas which were recently colorized.
###
redrawIfNeeded: ->
if @markedForRedraw.length
for range in @markedForRedraw
if !$.isArray range
range = [range]
@redrawParts range
@redrawPersistentHighlight()
@markedForRedraw = []
###
# Redraw everything at an appropriate time.
###
scheduleFullRedraw: ->
if @working
@markedForRedraw = [0...VA.length]
else
@redraw()
###
# Redraw all of the canvas.
###
redraw: =>
@clearContext()
@redrawParts [0...@length]
@redrawPersistentHighlight()
shuffle: =>
# Fisher-Yates shuffle
for i in [@length-1..1]
j = Math.floor(Math.random() * (i+1))
[@values[i], @values[j]] = [@values[j], @values[i]]
sort: =>
@values.sort (a, b) => a.value - b.value
reverse: =>
@values.reverse()
animationQueuePush: (dict) =>
dict.swaps = @swaps
dict.inserts = @inserts
dict.shifts = @shifts
dict.compares = @compares
dict.locals = _.extend {}, @locals
@animationQueue.push dict
###
# Check that the specified indices are in the range of the @values indices.
# @param {string} methodName The name of the method, for a useful error.
# @param {array[integer]} indices The list of indices to check.
# @throws {Error} if an indice was out of range.
###
checkIndexes: (methodName, indices) ->
for indice, i in indices
throw new Error("#{methodName}, argument #{i+1} : #{indice} is not a valid index") if not (0 <= indice < @values.length)
swap: (i, j) =>
@checkIndexes("swap", [i, j])
@swaps++
if i == j
return
@animationQueuePush(type: "swap", i: i, j: j)
[@values[i], @values[j]] = [@values[j], @values[i]]
insert: (i, j) =>
@checkIndexes("insert", [i, j])
@inserts++
@shifts += Math.abs(j - i)
if i == j
return
@animationQueuePush(type: "insert", i: i, j: j)
[tmp] = @values.splice i, 1
@values.splice j, 0, tmp
eq: (i, j) =>
@checkIndexes("eq", [i, j])
@compares++
@animationQueuePush(type: "compare", i: i, j: j)
@values[i].value == @values[j].value
neq: (i, j) =>
@checkIndexes("neq", [i, j])
@compares++
@animationQueuePush(type: "compare", i: i, j: j)
@values[i].value != @values[j].value
lt: (i, j) =>
@checkIndexes("lt", [i, j])
@compares++
@animationQueuePush(type: "compare", i: i, j: j)
@values[i].value < @values[j].value
gt: (i, j) =>
@checkIndexes("gt", [i, j])
@compares++
@animationQueuePush(type: "compare", i: i, j: j)
@values[i].value > @values[j].value
lte: (i, j) =>
@checkIndexes("lte", [i, j])
@compares++
@animationQueuePush(type: "compare", i: i, j: j)
@values[i].value <= @values[j].value
gte: (i, j) =>
@checkIndexes("gte", [i, j])
@compares++
@animationQueuePush(type: "compare", i: i, j: j)
@values[i].value >= @values[j].value
highlight: (indices) =>
if !$.isArray indices
indices = [indices]
@checkIndexes("highlight", indices)
@animationQueuePush(type: "highlight", indices: indices)
persistHighlight: (indices) =>
if !$.isArray indices
indices = [indices]
@checkIndexes("persistHighlight", indices)
@animationQueuePush(type: "persistHighlight", indices: indices)
saveInitialState: =>
@animationValues = @values.slice()
@locals = {}
@swaps = 0
@inserts = 0
@shifts = 0
@compares = 0
@currentHighlight = []
###
# List of indices or ranges which has been modified/colorized during the
# current step. They will be redrawn on the next step.
###
@markedForRedraw = []
starting: =>
@working = true
get: (index) =>
@values[index].value
play: =>
if @stepLength > 0
@playStep()
else
@working = false
@animationQueue = []
@animationValues = @values.slice()
@redraw()
###
# Placeholders to fill in with data/stats.
# They don't change, calculate them once.
###
domStats:
swaps: $("#js-swaps")
inserts: $("#js-inserts")
shifts: $("#js-shifts")
compares: $("#js-compares")
result: $("#js-result")
playStep: =>
step = @animationQueue.shift()
if step?
@domStats.swaps.html(step.swaps)
@domStats.inserts.html(step.inserts)
@domStats.shifts.html(if step.inserts then Math.floor(step.shifts / step.inserts) else 0)
@domStats.compares.html(step.compares)
localsString = ""
for k, v of step.locals
localsString += "#{k}: #{v}<br />"
@domStats.result.html(localsString)
if !step? || @stop
$("#js-stop").hide()
$("#js-run").show()
@stop = false
@working = false
@animationQueue = []
@values = @animationValues.slice()
@currentHighlight = []
@markedForRedraw = []
@redraw()
return
else if step.type == "swap"
@redrawIfNeeded()
@ctx.fillStyle = @colors.swap
@drawIndex(step.i)
@drawIndex(step.j)
setTimeout =>
[@animationValues[step.i], @animationValues[step.j]] = [@animationValues[step.j], @animationValues[step.i]]
@redrawIfNeeded()
@ctx.fillStyle = @colors.swap
@drawIndex(step.i)
@drawIndex(step.j)
setTimeout @play, @stepLength
, @stepLength
else if step.type == "highlight"
@redrawIfNeeded()
@ctx.fillStyle = @colors.highlight
for index in step.indices
@drawIndex(index)
setTimeout @play, if @quickHighlight then @stepLength / 10 else @stepLength
else if step.type == "persistHighlight"
# mark previous highlighted items for redraw (to remove the highlight)
@markedForRedraw = _.uniq @markedForRedraw.concat @currentHighlight
@currentHighlight = step.indices
setTimeout @play, 0
else if step.type == "compare"
@redrawIfNeeded()
@ctx.fillStyle = @colors.compare
@drawIndex(step.i)
@drawIndex(step.j)
setTimeout @play, if @quickCompare then @stepLength / 10 else @stepLength
else if step.type == "insert"
if step.i < step.j
slideRange = [step.i..step.j]
else
slideRange = [step.j..step.i]
@redrawIfNeeded()
@ctx.fillStyle = @colors.slide
for x in slideRange
@drawIndex(x, false)
@markedForRedraw.push slideRange
@ctx.fillStyle = @colors.insert
@drawIndex(step.i)
setTimeout =>
[tmp] = @animationValues.splice step.i, 1
@animationValues.splice step.j, 0, tmp
@redrawIfNeeded()
@ctx.fillStyle = @colors.slide
for x in slideRange
@drawIndex(x, false)
@markedForRedraw.push slideRange
@ctx.fillStyle = @colors.insert
@drawIndex(step.j)
setTimeout @play, @stepLength
, @stepLength
else
setTimeout @play, @stepLength
# export the VisualArray class.
@VisualArray = VisualArray