Determining if a number is either a multiple of ten or within a particular set of ranges

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Happy的楠姐
Happy的楠姐 2021-01-31 07:01

I have a few loops that I need in my program. I can write out the pseudo code, but I\'m not entirely sure how to write them logically.

I need -

if (num is          


        
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  • 2021-01-31 07:11

    You basically explained the answer yourself, but here's the code just in case.

    if((x % 10) == 0) {
      // Do this
    }
    if((x > 10 && x < 21) || (x > 30 && x < 41) || (x > 50 && x < 61) || (x > 70 && x < 81) || (x > 90 && x < 101)) {
      // Do this
    }
    
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  • 2021-01-31 07:15

    The first one is easy. You just need to apply the modulo operator to your num value:

    if ( ( num % 10 ) == 0)
    

    Since C++ is evaluating every number that is not 0 as true, you could also write:

    if ( ! ( num % 10 ) )  // Does not have a residue when divided by 10
    

    For the second one, I think this is cleaner to understand:

    The pattern repeats every 20, so you can calculate modulo 20. All elements you want will be in a row except the ones that are dividable by 20.

    To get those too, just use num-1 or better num+19 to avoid dealing with negative numbers.

    if ( ( ( num + 19 ) % 20 ) > 9 )
    

    This is assuming the pattern repeats forever, so for 111-120 it would apply again, and so on. Otherwise you need to limit the numbers to 100:

    if ( ( ( ( num + 19 ) % 20 ) > 9 ) && ( num <= 100 ) )
    
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  • 2021-01-31 07:15

    As others have pointed out, making the conditions more concise won't speed up the compilation or the execution, and it doesn't necessarily help with readability either.

    It can help in making your program more flexible, in case you decide later that you want a toddler's version of the game on a 6 x 6 board, or an advanced version (that you can play all night long) on a 40 x 50 board.

    So I would code it as follows:

    // What is the size of the game board?
    #define ROWS            10
    #define COLUMNS         10
    
    // The numbers of the squares go from 1 (bottom-left) to (ROWS * COLUMNS)
    // (top-left if ROWS is even, or top-right if ROWS is odd)
    #define firstSquare     1
    #define lastSquare      (ROWS * COLUMNS)
    // We haven't started until we roll the die and move onto the first square,
    // so there is an imaginary 'square zero'
    #define notStarted(num) (num == 0)
    // and we only win when we land exactly on the last square
    #define finished(num)   (num == lastSquare)
    #define overShot(num)   (num > lastSquare)
    
    // We will number our rows from 1 to ROWS, and our columns from 1 to COLUMNS
    // (apologies to C fanatics who believe the world should be zero-based, which would
    //  have simplified these expressions)
    #define getRow(num)   (((num - 1) / COLUMNS) + 1)
    #define getCol(num)   (((num - 1) % COLUMNS) + 1)
    
    // What direction are we moving in?
    // On rows 1, 3, 5, etc. we go from left to right
    #define isLeftToRightRow(num)    ((getRow(num) % 2) == 1)
    // On rows 2, 4, 6, etc. we go from right to left
    #define isRightToLeftRow(num)    ((getRow(num) % 2) == 0)
    
    // Are we on the last square in the row?
    #define isLastInRow(num)    (getCol(num) == COLUMNS)
    
    // And finally we can get onto the code
    
    if (notStarted(mySquare))
    {
      // Some code for when we haven't got our piece on the board yet
    }
    else
    {
      if (isLastInRow(mySquare))
      {
        // Some code for when we're on the last square in a row
      }
    
    
      if (isRightToLeftRow(mySquare))
      {
        // Some code for when we're travelling from right to left
      }
      else
      {
        // Some code for when we're travelling from left to right
      }
    }
    

    Yes, it's verbose, but it makes it clear exactly what's happening on the game board.

    If I was developing this game to display on a phone or tablet, I'd make ROWS and COLUMNS variables instead of constants, so they can be set dynamically (at the start of a game) to match the screen size and orientation.

    I'd also allow the screen orientation to be changed at any time, mid-game - all you need to do is switch the values of ROWS and COLUMNS, while leaving everything else (the current square number that each player is on, and the start/end squares of all the snakes and ladders) unchanged. Then you 'just' have to draw the board nicely, and write code for your animations (I assume that was the purpose of your if statements) ...

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  • 2021-01-31 07:17

    if (num is a multiple of 10) { do this }

    if (num % 10 == 0) {
      // Do something
    }
    

    if (num is within 11-20, 31-40, 51-60, 71-80, 91-100) { do this }

    The trick here is to look for some sort of commonality among the ranges. Of course, you can always use the "brute force" method:

    if ((num > 10 && num <= 20) ||
        (num > 30 && num <= 40) ||
        (num > 50 && num <= 60) ||
        (num > 70 && num <= 80) ||
        (num > 90 && num <= 100)) {
      // Do something
    }
    

    But you might notice that, if you subtract 1 from num, you'll have the ranges:

    10-19, 30-39, 50-59, 70-79, 90-99
    

    In other words, all two-digit numbers whose first digit is odd. Next, you need to come up with a formula that expresses this. You can get the first digit by dividing by 10, and you can test that it's odd by checking for a remainder of 1 when you divide by 2. Putting that all together:

    if ((num > 0) && (num <= 100) && (((num - 1) / 10) % 2 == 1)) {
      // Do something
    }
    

    Given the trade-off between longer but maintainable code and shorter "clever" code, I'd pick longer and clearer every time. At the very least, if you try to be clever, please, please include a comment that explains exactly what you're trying to accomplish.

    It helps to assume the next developer to work on the code is armed and knows where you live. :-)

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  • 2021-01-31 07:21

    This is for future visitors more so than a beginner. For a more general, algorithm-like solution, you can take a list of starting and ending values and check if a passed value is within one of them:

    template<typename It, typename Elem>
    bool in_any_interval(It first, It last, const Elem &val) {
        return std::any_of(first, last, [&val](const auto &p) {
            return p.first <= val && val <= p.second;
        });
    }
    

    For simplicity, I used a polymorphic lambda (C++14) instead of an explicit pair argument. This should also probably stick to using < and == to be consistent with the standard algorithms, but it works like this as long as Elem has <= defined for it. Anyway, it can be used like this:

    std::pair<int, int> intervals[]{
        {11, 20}, {31, 40}, {51, 60}, {71, 80}, {91, 100}
    };
    
    const int num = 15;
    std::cout << in_any_interval(std::begin(intervals), std::end(intervals), num);
    

    There's a live example here.

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  • 2021-01-31 07:22

    If you are using GCC or any compiler that supports case ranges you can do this, but your code will not be portable.

    switch(num)
    {
    case 11 ... 20:
    case 31 ... 40:
    case 51 ... 60:
    case 71 ... 80:
    case 91 ... 100:
        // Do something
        break;
    default:
        // Do something else
        break;
    }
    
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