Class: ComboFinder
| Relationships & Source Files | |
| Inherits: | Object |
| Defined in: | lib/minitest/find_minimal_combination.rb |
Overview
Finds the minimal combination of a collection of items that satisfy test.
Instance Method Summary
-
#find_minimal_combination(ary)
Find the minimal combination of a collection of items that satisfy
test. - #cache_result(result, data, cache) Internal use only
- #d(s = "") Internal use only
Instance Method Details
#cache_result(result, data, cache)
This method is for internal use only.
[ GitHub ]
# File 'lib/minitest/find_minimal_combination.rb', line 89
def cache_result result, data, cache # :nodoc: cache[data] = true return result if result unless result or data.size > 128 then max = data.size subdiv = 2 until subdiv >= max do data.each_slice(max / subdiv) do |sub_data| cache[sub_data] = true end subdiv *= 2 end end result end
#d(s = "")
This method is for internal use only.
[ GitHub ]
# File 'lib/minitest/find_minimal_combination.rb', line 85
def d s = "" # :nodoc: warn s if ENV["MTB_DEBUG"] end
#find_minimal_combination(ary)
Find the minimal combination of a collection of items that satisfy test.
If you think of the collection as a binary tree, this algorithm does a breadth first search of the combinations that satisfy test.
# File 'lib/minitest/find_minimal_combination.rb', line 30
def find_minimal_combination ary level, n_combos = 1, 1 seen = {} d "Total number of culprits: #{ary.size}" loop do size = 2 ** (Math.log(ary.size) / Math.log(2)).round divs = 2 ** level done = divs >= size divs = size if done subsections = ary.each_slice(size/divs).to_a.combination(n_combos) d d "# new round!" d "# of subsections in this round: #{subsections.to_a.size}" d found = subsections.find { |a| b = a.flatten next if seen[b] d "# trying #{b.size} at level #{level} / combo #{n_combos}" cache_result yield(b), b, seen } if found then ary = found.flatten break if done seen.delete ary d "# FOUND!" d "# search space size = #{ary.size}" d "# resetting level and n_combos to 1" level = n_combos = 1 else if done then n_combos += 1 d "# increasing n_combos to #{n_combos}" break if n_combos > size else level += 1 n_combos = level d "# setting level to #{level} and n_combos to #{n_combos}" end end end ary end