You are given an array of non-overlapping axis-aligned rectangles rects where rects[i] = [ai, bi, xi, yi] indicates that (ai, bi) is the bottom-left corner point of the ith rectangle and (xi, yi) is the top-right corner point of the ith rectangle. Design an algorithm to pick a random integer point inside the space covered by one of the given rectangles. A point on the perimeter of a rectangle is included in the space covered by the rectangle.
Any integer point inside the space covered by one of the given rectangles should be equally likely to be returned.
Note that an integer point is a point that has integer coordinates.
Implement the Solution class:
Solution(int[][] rects) Initializes the object with the given rectangles rects.int[] pick() Returns a random integer point [u, v] inside the space covered by one of the given rectangles.Example 1:
Input ["Solution", "pick", "pick", "pick", "pick", "pick"] [[[[-2, -2, 1, 1], [2, 2, 4, 6]]], [], [], [], [], []] Output [null, [1, -2], [1, -1], [-1, -2], [-2, -2], [0, 0]] Explanation Solution solution = new Solution([[-2, -2, 1, 1], [2, 2, 4, 6]]); solution.pick(); // return [1, -2] solution.pick(); // return [1, -1] solution.pick(); // return [-1, -2] solution.pick(); // return [-2, -2] solution.pick(); // return [0, 0]
Constraints:
1 <= rects.length <= 100rects[i].length == 4-109 <= ai < xi <= 109-109 <= bi < yi <= 109xi - ai <= 2000yi - bi <= 2000104 calls will be made to pick.When you get asked this question in a real-life environment, it will often be ambiguous (especially at FAANG). Make sure to ask these questions in that case:
The brute force method for picking a random point within multiple rectangles works by first considering all possible points. Then, it checks if each point falls within one of the given rectangles.
Here's how the algorithm would work step-by-step:
import random
class Solution:
def __init__(self, rectangles):
self.rectangles = rectangles
def pick(self):
valid_points = []
# Iterate through a dense grid of points
for x_coordinate in range(-100, 101):
for y_coordinate in range(-100, 101):
# Check if current point is inside any rectangle
for rectangle in self.rectangles:
x_minimum, y_minimum, x_maximum, y_maximum = rectangle
if x_minimum <= x_coordinate <= x_maximum and \
y_minimum <= y_coordinate <= y_maximum:
valid_points.append((x_coordinate, y_coordinate))
break
# Prevent error when there are no valid points
if not valid_points:
return None
# Select a random point from the collected valid points
random_index = random.randint(0, len(valid_points) - 1)
return valid_points[random_index]The goal is to pick a random point from a group of rectangles, giving larger rectangles a higher chance of being selected. We'll calculate the area of each rectangle to determine its 'weight,' then use these weights to make a random choice efficiently. This avoids generating tons of random points and checking if they're inside a rectangle.
Here's how the algorithm would work step-by-step:
import random
class Solution:
def __init__(self, rectangles):
self.rectangles = rectangles
self.areas = []
self.total_area = 0
for rectangle in rectangles:
area = (rectangle[2] - rectangle[0] + 1) * (rectangle[3] - rectangle[1] + 1)
self.total_area += area
self.areas.append(self.total_area)
def pick(self):
# Generate a random number within the total area
random_area = random.randint(1, self.total_area)
# Binary search to find the rectangle containing the random area
left_index = 0
right_index = len(self.areas) - 1
while left_index < right_index:
middle_index = (left_index + right_index) // 2
if self.areas[middle_index] < random_area:
left_index = middle_index + 1
else:
right_index = middle_index
# Pick random point within the selected rectangle
rectangle_index = left_index
x_min, y_min, x_max, y_max = self.rectangles[rectangle_index]
# Generate random x and y coordinates within the rectangle
random_x = random.randint(x_min, x_max)
random_y = random.randint(y_min, y_max)
return [random_x, random_y]| Case | How to Handle |
|---|---|
| Empty input list of rectangles | Return null or throw an exception, as there are no rectangles to sample from. |
| Single rectangle in the input list | The selection logic should correctly sample from this single rectangle. |
| Very large number of rectangles, approaching memory limits | Ensure the precomputed area sums use appropriate data types to prevent overflow, and consider alternative data structures if memory becomes a bottleneck. |
| Rectangles with zero area (e.g., same x1 and x2, or same y1 and y2) | Exclude these rectangles from the weighted probability calculations to avoid division by zero or incorrect sampling. |
| Rectangles with large area differences (some are much larger than others) | The weighted sampling algorithm should still function correctly, ensuring that larger rectangles have a proportionally higher probability of being selected. |
| Integer overflow when calculating area or cumulative area (especially with large coordinate values) | Use long data types for area and cumulative area calculations to prevent integer overflow. |
| Random number generator producing non-uniform distribution (although unlikely) | Verify the underlying random number generator provides a statistically uniform distribution to ensure fair sampling. |
| All rectangles are located at the same location | Code should handle same location but differing dimensions, or same dimensions but same location; it functions as intended because we are summing weights. |