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app.py
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app.py
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import pygame
import random
import math
import queue
pygame.init()
class DrawInformation:
BLACK = 0, 0, 0
WHITE = 255, 255, 255
GREEN = 0, 255, 0
RED = 255, 0, 0
BLUE = 0, 0, 255
BACKGROUND_COLOR = WHITE
GRADIENTS = [
(128, 128, 128),
(160, 160, 160),
(192, 192, 192)
]
SMALL_FONT = pygame.font.SysFont('comicsans', 21)
FONT = pygame.font.SysFont('comicsans', 30)
LARGE_FONT = pygame.font.SysFont('comicsans', 40)
SIDE_PAD = 100
TOP_PAD = 150
def __init__(self, width, height, lst):
self.width = width
self.height = height
self.window = pygame.display.set_mode((width, height))
pygame.display.set_caption("Sorting Algorithm Visualization")
self.set_list(lst)
def set_list(self, lst):
self.lst = lst
self.min_val = min(lst)
self.max_val = max(lst)
self.block_width = round((self.width - self.SIDE_PAD) / len(lst))
self.block_height = math.floor((self.height - self.TOP_PAD) / (self.max_val - self.min_val))
self.start_x = self.SIDE_PAD // 2
def draw(draw_info, algo_name, ascending):
draw_info.window.fill(draw_info.BACKGROUND_COLOR)
title = draw_info.LARGE_FONT.render(f"{algo_name} - {'Ascending' if ascending else 'Descending'}", 1, draw_info.GREEN)
draw_info.window.blit(title, (draw_info.width/2 - title.get_width()/2 , 5))
controls = draw_info.FONT.render("R - Reset | SPACE - Start Sorting | A - Ascending | D - Descending", 1, draw_info.BLACK)
draw_info.window.blit(controls, (draw_info.width/2 - controls.get_width()/2 , 45))
sorting = draw_info.SMALL_FONT.render("I - Insertion Sort | B - Bubble Sort | S - Selection Sort | M - Merge Sort | Q - Quick Sort | H - Heap Sort", 1, draw_info.BLACK)
draw_info.window.blit(sorting, (draw_info.width/2 - sorting.get_width()/2 , 85))
draw_list(draw_info)
pygame.display.update()
def draw_list(draw_info, color_positions={}, clear_bg=False):
lst = draw_info.lst
if clear_bg:
clear_rect = (draw_info.SIDE_PAD//2, draw_info.TOP_PAD,
draw_info.width - draw_info.SIDE_PAD, draw_info.height - draw_info.TOP_PAD)
pygame.draw.rect(draw_info.window, draw_info.BACKGROUND_COLOR, clear_rect)
for i, val in enumerate(lst):
x = draw_info.start_x + i * draw_info.block_width
y = draw_info.height - (val - draw_info.min_val + 1) * draw_info.block_height
color = draw_info.GRADIENTS[i % 3]
if i in color_positions:
color = color_positions[i]
pygame.draw.rect(draw_info.window, color, (x, y, draw_info.block_width, draw_info.height))
if clear_bg:
pygame.display.update()
def generate_starting_list(n, min_val, max_val):
lst = []
for _ in range(n):
val = random.randint(min_val, max_val)
lst.append(val)
return lst
def bubble_sort(draw_info, ascending=True):
lst = draw_info.lst
for i in range(len(lst) - 1):
for j in range(len(lst) - 1 - i):
num1 = lst[j]
num2 = lst[j + 1]
if (num1 > num2 and ascending) or (num1 < num2 and not ascending):
lst[j], lst[j + 1] = lst[j + 1], lst[j]
draw_list(draw_info, {j: draw_info.GREEN, j + 1: draw_info.RED}, True)
yield True
return lst
def insertion_sort(draw_info, ascending=True):
lst = draw_info.lst
for i in range(1, len(lst)):
current = lst[i]
while True:
ascending_sort = i > 0 and lst[i - 1] > current and ascending
descending_sort = i > 0 and lst[i - 1] < current and not ascending
if not ascending_sort and not descending_sort:
break
lst[i] = lst[i - 1]
i = i - 1
lst[i] = current
draw_list(draw_info, {i - 1: draw_info.GREEN, i: draw_info.RED}, True)
yield True
return lst
def merge_sort(draw_info, ascending=True):
lst = draw_info.lst
width = 1
n = len(lst)
while (width < n):
l=0
while (l < n):
r = min(l+(width*2-1), n-1)
m = min(l+width-1,n-1)
n1 = m - l + 1
n2 = r - m
L = [0] * n1
R = [0] * n2
ascending_num = 1 if ascending == True else -1
for i in range(0, n1):
L[i] = lst[l + i]
for i in range(0, n2):
R[i] = lst[m + i + 1]
i, j, k = 0, 0, l
ascending_num = 1 if ascending == True else -1
while i < n1 and j < n2:
if L[i] * ascending_num <= R[j] * ascending_num:
lst[k] = L[i]
draw_list(draw_info, {i + l : draw_info.GREEN, k: draw_info.RED, m: draw_info.BLUE}, True)
yield True
i += 1
else:
lst[k] = R[j]
draw_list(draw_info, {j + m +1 : draw_info.GREEN, k: draw_info.RED, m: draw_info.BLUE}, True)
yield True
j += 1
k += 1
while i < n1:
lst[k] = L[i]
draw_list(draw_info, {i + l : draw_info.GREEN, k: draw_info.RED, m: draw_info.BLUE}, True)
yield True
i += 1
k += 1
while j < n2:
lst[k] = R[j]
draw_list(draw_info, {j + m + 1 : draw_info.GREEN, k: draw_info.RED, m: draw_info.BLUE}, True)
yield True
j += 1
k += 1
l += width*2
width *= 2
return lst
def quick_sort(draw_info, ascending=True):
lst = draw_info.lst
stack = [(0, len(lst)-1)]
ascending_num = 1 if ascending == True else -1
while len(stack) != 0:
start, finish = stack.pop()
pivot = lst[random.randint(start, finish)]
i, j = start, finish
while i < j:
while i < j and lst[i] * ascending_num <= pivot * ascending_num:
i += 1
while i < j and lst[j] * ascending_num > pivot * ascending_num:
j -= 1
if i < j and lst[i] * ascending_num > pivot * ascending_num and lst[j] * ascending_num <= pivot * ascending_num:
lst[i], lst[j] = lst[j], lst[i]
draw_list(draw_info, {i : draw_info.GREEN, j: draw_info.RED}, True)
i += 1
j -= 1
yield True
while i <= finish and lst[i] * ascending_num <= pivot * ascending_num:
i += 1
if i-1 - start > 0 and [pivot for _ in range(start, finish+1)] != lst[start:finish+1]:
stack.append((start, i-1))
if finish - i > 0:
stack.append((i, finish))
return lst
def heap_sort(draw_info, ascending = True):
ascending_num = 1 if ascending == True else -1
lst = draw_info.lst
queue_action = queue.Queue()
finish = len(lst)
for indx in range(finish//2, -1, -1):
queue_action.put(indx)
while not queue_action.empty():
indx = queue_action.get()
actual_value = lst[indx] * ascending_num
colors = {indx : draw_info.GREEN}
if 2*indx +1 < finish:
right_son = lst[2*indx +1] * ascending_num
colors[2*indx +1] = draw_info.BLUE
else:
right_son = None
if 2*indx +2 < finish:
left_son = lst[2*indx +2] * ascending_num
colors[2*indx +2] = draw_info.BLUE
else:
left_son = None
draw_list(draw_info, colors, True)
yield True
if not left_son:
left_son = actual_value
if not right_son:
right_son = actual_value
if actual_value != max([left_son, right_son, actual_value]):
if right_son > left_son:
lst[indx], lst[2*indx +1] = lst[2*indx + 1], lst[indx]
colors[2*indx +1] = draw_info.GREEN
colors[indx] = draw_info.BLUE
draw_list(draw_info, colors, True)
yield True
queue_action.put(2*indx +1)
else:
lst[indx], lst[2*indx +2] = lst[2*indx + 2], lst[indx]
colors[2*indx +2] = draw_info.GREEN
colors[indx] = draw_info.BLUE
draw_list(draw_info, colors, True)
yield True
queue_action.put(2*indx +2)
while finish > 1:
lst[0], lst[finish -1] = lst[finish -1], lst[0]
draw_list(draw_info, {0 : draw_info.RED, finish-1 : draw_info.GREEN}, True)
yield True
finish -= 1
queue_action = queue.Queue()
queue_action.put(0)
while not queue_action.empty():
indx = queue_action.get()
actual_value = lst[indx] * ascending_num
colors = {indx : draw_info.GREEN}
if 2*indx +1 < finish:
right_son = lst[2*indx +1] * ascending_num
colors[2*indx +1] = draw_info.BLUE
else:
right_son = None
if 2*indx +2 < finish:
left_son = lst[2*indx +2] * ascending_num
colors[2*indx +2] = draw_info.BLUE
else:
left_son = None
draw_list(draw_info, colors, True)
yield True
if not left_son:
left_son = actual_value
if not right_son:
right_son = actual_value
if actual_value != max([left_son, right_son, actual_value]):
if right_son > left_son:
lst[indx], lst[2*indx +1] = lst[2*indx + 1], lst[indx]
colors[2*indx +1] = draw_info.GREEN
colors[indx] = draw_info.BLUE
draw_list(draw_info, colors, True)
yield True
queue_action.put(2*indx +1)
else:
lst[indx], lst[2*indx +2] = lst[2*indx + 2], lst[indx]
colors[2*indx +2] = draw_info.GREEN
colors[indx] = draw_info.BLUE
draw_list(draw_info, colors, True)
yield True
queue_action.put(2*indx +2)
return lst
def selection_sort(draw_info, ascending=True):
lst = draw_info.lst
ascending_num = 1 if ascending == True else -1
for start_indx in range(len(lst)):
min_number = lst[start_indx] * ascending_num
min_indx_number = start_indx
for indx in range(start_indx +1, len(lst)):
draw_list(draw_info, {indx : draw_info.RED, min_indx_number : draw_info.GREEN}, True)
yield True
if lst[indx] * ascending_num < min_number:
min_number = lst[indx] * ascending_num
min_indx_number = indx
lst[start_indx], lst[min_indx_number] = lst[min_indx_number], lst[start_indx]
return lst
def main():
run = True
clock = pygame.time.Clock()
n = 32
min_val = 0
max_val = 100
lst = generate_starting_list(n, min_val, max_val)
draw_info = DrawInformation(1100, 760, lst)
sorting = False
ascending = True
sorting_algorithm = bubble_sort
sorting_algo_name = "Bubble Sort"
sorting_algorithm_generator = None
while run:
clock.tick(10)
if sorting:
try:
next(sorting_algorithm_generator)
except StopIteration:
clock.tick(1)
lst = draw_info.lst
ascending_num = 1 if ascending == True else -1
last_number = lst[0] * ascending_num
colors = {0 : draw_info.GREEN}
for indx in range(1, len(lst)):
number = lst[indx] * ascending_num
colors[indx] = draw_info.RED
draw_list(draw_info, colors, True)
if number < last_number :
break
else:
last_number = number
colors[indx] = draw_info.GREEN
draw_list(draw_info, colors, True)
sorting = False
clock.tick(10)
else:
draw(draw_info, sorting_algo_name, ascending)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type != pygame.KEYDOWN:
continue
if event.key == pygame.K_r:
lst = generate_starting_list(n, min_val, max_val)
draw_info.set_list(lst)
sorting = False
elif event.key == pygame.K_SPACE and sorting == False:
sorting = True
sorting_algorithm_generator = sorting_algorithm(draw_info, ascending)
elif event.key == pygame.K_a and not sorting:
ascending = True
elif event.key == pygame.K_d and not sorting:
ascending = False
elif event.key == pygame.K_i and not sorting:
sorting_algorithm = insertion_sort
sorting_algo_name = "Insertion Sort"
elif event.key == pygame.K_b and not sorting:
sorting_algorithm = bubble_sort
sorting_algo_name = "Bubble Sort"
elif event.key == pygame.K_s and not sorting:
sorting_algorithm = selection_sort
sorting_algo_name = "Selection Sort"
elif event.key == pygame.K_m and not sorting:
sorting_algorithm = merge_sort
sorting_algo_name = "Merge Sort"
elif event.key == pygame.K_q and not sorting:
sorting_algorithm = quick_sort
sorting_algo_name = "Quick Sort"
elif event.key == pygame.K_h and not sorting:
sorting_algorithm = heap_sort
sorting_algo_name = "Heap Sort"
pygame.quit()
if __name__ == "__main__":
main()