-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathSorting_Visulizer.py
More file actions
355 lines (276 loc) · 11.4 KB
/
Copy pathSorting_Visulizer.py
File metadata and controls
355 lines (276 loc) · 11.4 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
import pygame
import random
import math
pygame.init()
class DrawInformation:
BLACK = 0, 0, 0
WHITE = 255, 255, 255
GREEN = 0, 255, 0
RED = 255, 0, 0
BACKGROUND_COLOR = WHITE
GRADIENTS = [
(128, 128, 128),
(160, 160, 160),
(192, 192, 192)
]
FONT = pygame.font.SysFont('comicsans', 20)
LARGE_FONT = pygame.font.SysFont('comicsans', 30)
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)) # bar size
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, speed):
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(f"R - Reset | SPACE - Start Sorting | A - Asc | D - Desc | Speed: {speed}", 1, draw_info.BLACK)
draw_info.window.blit(controls, (draw_info.width/2 - controls.get_width()/2 , 40))
sorting = draw_info.FONT.render("B - Bubble | I - Insertion | S - Selection | M - Merge | Q - Quick | H - Heap | X - Radix", 1, draw_info.BLACK)
draw_info.window.blit(sorting, (draw_info.width/2 - sorting.get_width()/2 , 70))
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) * 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))
# ⬇ New lines for showing numbers
value_text = draw_info.FONT.render(str(val), True, draw_info.BLACK)
value_x = x + draw_info.block_width // 2 - value_text.get_width() // 2
value_y = y - 20
draw_info.window.blit(value_text, (value_x, value_y))
if clear_bg:
pygame.display.update()
def generate_starting_list(n, min_val, max_val):
return [random.randint(min_val, max_val) for _ in range(n)]
# ==================== Sorting Algorithms ====================
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):
if (lst[j] > lst[j+1] and ascending) or (lst[j] < lst[j+1] 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 -= 1
lst[i] = current
draw_list(draw_info, {i: draw_info.GREEN, i+1: draw_info.RED}, True)
yield True
return lst
def selection_sort(draw_info, ascending=True):
lst = draw_info.lst
for i in range(len(lst)):
min_or_max_idx = i
for j in range(i+1, len(lst)):
if (lst[j] < lst[min_or_max_idx] and ascending) or (lst[j] > lst[min_or_max_idx] and not ascending):
min_or_max_idx = j
lst[i], lst[min_or_max_idx] = lst[min_or_max_idx], lst[i]
draw_list(draw_info, {i: draw_info.GREEN, min_or_max_idx: draw_info.RED}, True)
yield True
return lst
def merge_sort(draw_info, ascending=True):
lst = draw_info.lst
yield from _merge_sort(lst, 0, len(lst)-1, draw_info, ascending)
return lst
def _merge_sort(lst, left, right, draw_info, ascending):
if left >= right:
return
mid = (left + right) // 2
yield from _merge_sort(lst, left, mid, draw_info, ascending)
yield from _merge_sort(lst, mid+1, right, draw_info, ascending)
yield from merge(lst, left, mid, right, draw_info, ascending)
def merge(lst, left, mid, right, draw_info, ascending):
merged = []
left_part = lst[left:mid+1]
right_part = lst[mid+1:right+1]
i = j = 0
while i < len(left_part) and j < len(right_part):
if (left_part[i] <= right_part[j] and ascending) or (left_part[i] >= right_part[j] and not ascending):
merged.append(left_part[i])
i += 1
else:
merged.append(right_part[j])
j += 1
merged.extend(left_part[i:])
merged.extend(right_part[j:])
for i, val in enumerate(merged):
lst[left + i] = val
draw_list(draw_info, {left+i: draw_info.GREEN}, True)
yield True
def quick_sort(draw_info, ascending=True):
lst = draw_info.lst
yield from _quick_sort(lst, 0, len(lst)-1, draw_info, ascending)
return lst
def _quick_sort(lst, low, high, draw_info, ascending):
if low < high:
pi = yield from partition(lst, low, high, draw_info, ascending)
yield from _quick_sort(lst, low, pi-1, draw_info, ascending)
yield from _quick_sort(lst, pi+1, high, draw_info, ascending)
def partition(lst, low, high, draw_info, ascending):
pivot = lst[high]
i = low - 1
for j in range(low, high):
if (lst[j] <= pivot and ascending) or (lst[j] >= pivot and not ascending):
i += 1
lst[i], lst[j] = lst[j], lst[i]
draw_list(draw_info, {i: draw_info.GREEN, j: draw_info.RED}, True)
yield True
lst[i+1], lst[high] = lst[high], lst[i+1]
draw_list(draw_info, {i+1: draw_info.GREEN, high: draw_info.RED}, True)
yield True
return i+1
def heap_sort(draw_info, ascending=True):
lst = draw_info.lst
n = len(lst)
def heapify(n, i):
largest_smallest = i
l = 2*i + 1
r = 2*i + 2
if l < n and ((lst[l] > lst[largest_smallest] and ascending) or (lst[l] < lst[largest_smallest] and not ascending)):
largest_smallest = l
if r < n and ((lst[r] > lst[largest_smallest] and ascending) or (lst[r] < lst[largest_smallest] and not ascending)):
largest_smallest = r
if largest_smallest != i:
lst[i], lst[largest_smallest] = lst[largest_smallest], lst[i]
draw_list(draw_info, {i: draw_info.GREEN, largest_smallest: draw_info.RED}, True)
yield True
yield from heapify(n, largest_smallest)
for i in range(n//2 - 1, -1, -1):
yield from heapify(n, i)
for i in range(n-1, 0, -1):
lst[i], lst[0] = lst[0], lst[i]
draw_list(draw_info, {i: draw_info.GREEN, 0: draw_info.RED}, True)
yield True
yield from heapify(i, 0)
return lst
def radix_sort(draw_info, ascending=True):
lst = draw_info.lst
max_val = max(lst)
exp = 1
while max_val // exp > 0:
yield from counting_sort_exp(lst, exp, draw_info, ascending)
exp *= 10
return lst
def counting_sort_exp(lst, exp, draw_info, ascending):
n = len(lst)
output = [0] * n
count = [0] * 10
for i in range(n):
index = lst[i] // exp
count[index % 10] += 1
if ascending:
for i in range(1, 10):
count[i] += count[i-1]
else:
for i in range(8, -1, -1):
count[i] += count[i+1]
i = n - 1
while i >= 0:
index = lst[i] // exp
output[count[index % 10] - 1] = lst[i]
count[index % 10] -= 1
i -= 1
for i in range(n):
lst[i] = output[i]
draw_list(draw_info, {i: draw_info.GREEN}, True)
yield True
# ==================== Main Loop ====================
def main():
run = True
clock = pygame.time.Clock()
n = 50
min_val = 0
max_val = 100
speed = 5 # NEW: default speed (1–10)
lst = generate_starting_list(n, min_val, max_val)
draw_info = DrawInformation(1200, 600, lst)
sorting = False
ascending = True
sorting_algorithm = bubble_sort
sorting_algo_name = "Bubble Sort"
sorting_algorithm_generator = None
while run:
clock.tick(speed * 10) # NEW: adjust FPS based on speed
if sorting:
try:
next(sorting_algorithm_generator)
except StopIteration:
sorting = False
else:
draw(draw_info, sorting_algo_name, ascending, speed)
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 not sorting:
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_b and not sorting:
sorting_algorithm = bubble_sort
sorting_algo_name = "Bubble Sort"
elif event.key == pygame.K_i and not sorting:
sorting_algorithm = insertion_sort
sorting_algo_name = "Insertion 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"
elif event.key == pygame.K_x and not sorting:
sorting_algorithm = radix_sort
sorting_algo_name = "Radix Sort"
elif event.key == pygame.K_UP and not sorting: # NEW: increase speed
if speed < 10:
speed += 1
elif event.key == pygame.K_DOWN and not sorting: # NEW: decrease speed
if speed > 1:
speed -= 1
pygame.quit()
if __name__ == "__main__":
main()