Rotate an N × N matrix 90 degrees clockwise

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Given the problem from "Cracking the coding interview"




Given an image represented by an NxN matrix, where each pixel in the
image is 4 bytes, write a method to rotate the image by 90 degrees clockwise.




For simplicity I assumed a matrix of strings for my example so



[["a", "a", "a", "a"],
["b", "b", "b", "b"],
["c", "c", "c", "c"],
["d", "d", "d", "d"]]


becomes



[["d", "c", "b", "a"],
["d", "c", "b", "a"],
["d", "c", "b", "a"],
["d", "c", "b", "a"]]


Here's my JavaScript solution



var rotate = function(matrix) 
// Copy the original matrix
var origMatrix = matrix.slice();
for(var i=0; i < matrix.length; i++)
// Map each row entry to its rotated value
var row = matrix[i].map(function(x, j)
var k = (matrix.length - 1) - j;
return origMatrix[k][i];
);
matrix[i] = row;

return matrix;
;






share|improve this question



























    up vote
    2
    down vote

    favorite
    4












    Given the problem from "Cracking the coding interview"




    Given an image represented by an NxN matrix, where each pixel in the
    image is 4 bytes, write a method to rotate the image by 90 degrees clockwise.




    For simplicity I assumed a matrix of strings for my example so



    [["a", "a", "a", "a"],
    ["b", "b", "b", "b"],
    ["c", "c", "c", "c"],
    ["d", "d", "d", "d"]]


    becomes



    [["d", "c", "b", "a"],
    ["d", "c", "b", "a"],
    ["d", "c", "b", "a"],
    ["d", "c", "b", "a"]]


    Here's my JavaScript solution



    var rotate = function(matrix) 
    // Copy the original matrix
    var origMatrix = matrix.slice();
    for(var i=0; i < matrix.length; i++)
    // Map each row entry to its rotated value
    var row = matrix[i].map(function(x, j)
    var k = (matrix.length - 1) - j;
    return origMatrix[k][i];
    );
    matrix[i] = row;

    return matrix;
    ;






    share|improve this question























      up vote
      2
      down vote

      favorite
      4









      up vote
      2
      down vote

      favorite
      4






      4





      Given the problem from "Cracking the coding interview"




      Given an image represented by an NxN matrix, where each pixel in the
      image is 4 bytes, write a method to rotate the image by 90 degrees clockwise.




      For simplicity I assumed a matrix of strings for my example so



      [["a", "a", "a", "a"],
      ["b", "b", "b", "b"],
      ["c", "c", "c", "c"],
      ["d", "d", "d", "d"]]


      becomes



      [["d", "c", "b", "a"],
      ["d", "c", "b", "a"],
      ["d", "c", "b", "a"],
      ["d", "c", "b", "a"]]


      Here's my JavaScript solution



      var rotate = function(matrix) 
      // Copy the original matrix
      var origMatrix = matrix.slice();
      for(var i=0; i < matrix.length; i++)
      // Map each row entry to its rotated value
      var row = matrix[i].map(function(x, j)
      var k = (matrix.length - 1) - j;
      return origMatrix[k][i];
      );
      matrix[i] = row;

      return matrix;
      ;






      share|improve this question













      Given the problem from "Cracking the coding interview"




      Given an image represented by an NxN matrix, where each pixel in the
      image is 4 bytes, write a method to rotate the image by 90 degrees clockwise.




      For simplicity I assumed a matrix of strings for my example so



      [["a", "a", "a", "a"],
      ["b", "b", "b", "b"],
      ["c", "c", "c", "c"],
      ["d", "d", "d", "d"]]


      becomes



      [["d", "c", "b", "a"],
      ["d", "c", "b", "a"],
      ["d", "c", "b", "a"],
      ["d", "c", "b", "a"]]


      Here's my JavaScript solution



      var rotate = function(matrix) 
      // Copy the original matrix
      var origMatrix = matrix.slice();
      for(var i=0; i < matrix.length; i++)
      // Map each row entry to its rotated value
      var row = matrix[i].map(function(x, j)
      var k = (matrix.length - 1) - j;
      return origMatrix[k][i];
      );
      matrix[i] = row;

      return matrix;
      ;








      share|improve this question












      share|improve this question




      share|improve this question








      edited Feb 5 at 12:39









      200_success

      123k14143401




      123k14143401









      asked Feb 5 at 11:11









      PDStat

      20538




      20538




















          3 Answers
          3






          active

          oldest

          votes

















          up vote
          3
          down vote



          accepted










          Are you up to date?



          There is really not much to the problem and there are a variety of solutions.



          It is also hard to know what the interviews are looking for. For some it is knowledge of latest language features, for others it may be judged on efficiency.



          These very simple tests are generally just to see if you can actually write code. You would be amazed at how many people apply for jobs they are not able to do.



          Assessing the code.



          Looking at your code as a conservative HR interested in your code writing style, and up to date language knowledge.



          It is a pass, you can code, you have the job but will have you in supervision for a while..You also need to catch up on the language as you are not using ES6 to the full.



          General points



          • You need to use const for constants, and let for block scope variables.

          • You have not used any arrow functions.

          • I would question why you created the function using an expression, rather than a function statement, to make sure that you know the difference. (You should play it safe an use function statements)

          • Also maybe a little to much code, but not really an issue.

          • Code logic.. i would ask why you chose to duplicate the array rather than just create a new one as you went.

          A quick rewrite



          I am assuming the rotate is in place (original array) with new rows



          function rotate(matrix) // function statement
          const N = matrix.length - 1; // use a constant
          // use arrow functions and nested map;
          const result = matrix.map((row, i) =>
          row.map((val, j) => matrix[N - j][i])
          );
          matrix.length = 0; // hold original array reference
          matrix.push(...result); // Spread operator
          return matrix;



          Some extras



          The problem states "image" and "pixel" which give a hint that this may be judged on performance. They would tell you if it was. But if you get a similar challenge and performance is important then its best to use good old for loops, avoiding any iterators that use callbacks.



          Also a performance oriented function would swap in place rather than create new arrays. If you had to do that realtime with images for modern displays your code would be making big GC hits (Garbage Collection).



          An alternative



          Another way it can be done by rotating 4 pixels at a time can reduce memory overheads and processing time. Destructing lets you swap 4 corners in one go without the need to create temp variables.



          I would never recommend you submit the following unless there was a clear directive for performance, and thinking outside the box.






          // Commented version 

          // N*N is square
          // pixels are rotated inplace
          // 4 by 4 rotated in 4 iterations
          // 5 by 5 rotated in 7 iterations
          function rotatePixels(image)
          var x, y, x1, y1, edge;
          // Solve by swapping 4 at a time in rings from the outside in
          const N = image.length; // size of array
          const N1 = N - 1; // position of end item
          const N2 = N / 2; // Half way position

          // x,y hold the a cell coordinate
          x = y = 0;

          // x,y hold the diagonally opposite cell
          x1 = y1 = N1;

          // length of current edge
          edge = N1;

          // while not at the center
          while (y < N2)
          // for each item on the current edge
          while (x < edge) // rotate points at outer edge
          // swap 4 corner items
          // using array destructed assignment
          [
          image[x ][y1],
          image[y1][x1],
          image[x1][N1 - y1],
          image[y ][x ]
          ] = [
          image[y ][x ],
          image[x ][y1],
          image[y1][x1],
          image[x1][N1 - y1]
          ];
          x += 1; // move top pos forward one
          x1 -= 1; // move bottom pos back one

          y += 1; // diagonally into array
          x = y; // x same as y
          y1 = x1 = N1-x; // and diagonal opposite
          edge -= 1; // shorten the end

          return image;





          // How I would present it

          function rotatePixels(image)
          var x, y, x1, y1, edge;
          const N = image.length;
          const N1 = N - 1;
          const N2 = N / 2;
          x = y = 0;
          edge = x1 = y1 = N1;
          while (y < N2)
          while (x < edge)
          [image[x][y1], image[y1][x1], image[x1][N1-y1], image[y][x]] =
          [image[y][x] , image[x ][y1], image[y1][x1] , image[x1][N1-y1]];
          x += 1;
          x1 -= 1;

          x = y += 1;
          y1 = x1 = N1-x;
          edge -= 1;

          return image;



          // At time of writing I was unsure as to the performance of the swap using destructuring
          // Turns out it is very bad
          // The next version is a more conventional swap and runs 3 time faster than the above version
          // and 8 times faster than the conventional solution at top of answer

          function rotatePixels(image)
          var x, y, x1, y1, edge;
          const N = image.length;
          const N1 = N - 1;
          const N2 = N / 2;
          x = y = 0;
          edge = x1 = y1 = N1;
          while (y < N2)
          while (x < edge)
          const a = image[y][x];
          image[y][x] = image[x1][N1-y1];
          image[x1][N1-y1] = image[y1][x1];
          image[y1][x1] = image[x][y1];
          image[x][y1] = a;
          x += 1;
          x1 -= 1;

          x = y += 1;
          y1 = x1 = N1-x;
          edge -= 1;

          return image;









          share|improve this answer























          • Thanks that's interesting and I had been wondering how to do an in place version. As for ES6 I've been intentionally ignoring it for now as my work is based around IE11 use.
            – PDStat
            Feb 5 at 15:42







          • 2




            @PaulStatham Don't let MS's IE11 pull you down. It will be until after 2020 when MS stops support for win7, that IE11 will go away and it will never support ECMAScript6+. You can use transpilers such as Babel to provide legacy support and have your code base kept up to date, and most important your skill set on the consumer's leading edge.
            – Blindman67
            Feb 6 at 11:38

















          up vote
          2
          down vote













          Cloning the matrix



          .slice is a good way to copy the values of an array, instead of getting a reference to the same array. Unfortunately all your values are themselves arrays, which you are still using a reference to and not a copy. In this code you are not changing individual values, but setting entire rows at a time, so it still works, but this could easily lead to unexpected behavior if you are not careful.



          You don't mention if you have to modify the original matrix or return a new one (you are doing both). But if you leave the original unmodified, you don't even need to make a copy. Just start out with empty array and .push each new row to it.



          Mapping the values



          Your .map is a bit weird. You use it on one array, but then you don't even use the value and just use the index to access a different array. This can also be done simpler. The Nth row in the result is the Nth column in the input. So using .map on the input and getting the right value from each row will give you the new row (you have to reverse it too).



          var row = matrix.map(function(e) 
          return e[i]
          ).reverse();


          ES6



          A lot of new features was introduced in ES6, which was finalized back in 2015. You should be using them by now. This means using let instead of var, and arrow functions, which are excellent for short inline function like the one above.



          The final code



          Another small change I made was to change to the loop to loop over the inner array. This way it also works for matrices of different dimensions.



          function rotate(matrix) 
          let result = ;
          for(let i = 0; i < matrix[0].length; i++)
          let row = matrix.map(e => e[i]).reverse();
          result.push(row);

          return result;
          ;





          share|improve this answer




























            up vote
            2
            down vote













            If performance is important, as mentioned above, it would be good to use for.



            Also it is nice if you show an example of how you would structure a basic class. E.g:



            class Matrix 

            constructor(n)
            this.m = ;
            var z = 0;
            for (let i = 0; i < n; ++i)
            this.m[i] = ;
            for (let j = 0; j < n; ++j)
            this.m[i][j] = z;
            z++;




            printMatrix()
            console.log(this.m);


            rotateMatrix()
            const n = this.m[0].length;

            let res =

            for (let i = 0; i < n; ++i)
            for (let j = 0; j < n; ++j)
            if (!res[j])
            res[j] =
            res[j][i] = this.m[n-1-i][j];


            return res;



            let m = new Matrix(5);
            m.printMatrix();
            let t0 = performance.now();
            console.log(m.rotateMatrix());
            let t1 = performance.now();
            console.log("Call to rotate took " + (t1 - t0) + " milliseconds.");


            It seems to perform 20% faster than using the algorithms above. I am pretty sure this can be done even more efficient.






            share|improve this answer























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              3 Answers
              3






              active

              oldest

              votes








              3 Answers
              3






              active

              oldest

              votes









              active

              oldest

              votes






              active

              oldest

              votes








              up vote
              3
              down vote



              accepted










              Are you up to date?



              There is really not much to the problem and there are a variety of solutions.



              It is also hard to know what the interviews are looking for. For some it is knowledge of latest language features, for others it may be judged on efficiency.



              These very simple tests are generally just to see if you can actually write code. You would be amazed at how many people apply for jobs they are not able to do.



              Assessing the code.



              Looking at your code as a conservative HR interested in your code writing style, and up to date language knowledge.



              It is a pass, you can code, you have the job but will have you in supervision for a while..You also need to catch up on the language as you are not using ES6 to the full.



              General points



              • You need to use const for constants, and let for block scope variables.

              • You have not used any arrow functions.

              • I would question why you created the function using an expression, rather than a function statement, to make sure that you know the difference. (You should play it safe an use function statements)

              • Also maybe a little to much code, but not really an issue.

              • Code logic.. i would ask why you chose to duplicate the array rather than just create a new one as you went.

              A quick rewrite



              I am assuming the rotate is in place (original array) with new rows



              function rotate(matrix) // function statement
              const N = matrix.length - 1; // use a constant
              // use arrow functions and nested map;
              const result = matrix.map((row, i) =>
              row.map((val, j) => matrix[N - j][i])
              );
              matrix.length = 0; // hold original array reference
              matrix.push(...result); // Spread operator
              return matrix;



              Some extras



              The problem states "image" and "pixel" which give a hint that this may be judged on performance. They would tell you if it was. But if you get a similar challenge and performance is important then its best to use good old for loops, avoiding any iterators that use callbacks.



              Also a performance oriented function would swap in place rather than create new arrays. If you had to do that realtime with images for modern displays your code would be making big GC hits (Garbage Collection).



              An alternative



              Another way it can be done by rotating 4 pixels at a time can reduce memory overheads and processing time. Destructing lets you swap 4 corners in one go without the need to create temp variables.



              I would never recommend you submit the following unless there was a clear directive for performance, and thinking outside the box.






              // Commented version 

              // N*N is square
              // pixels are rotated inplace
              // 4 by 4 rotated in 4 iterations
              // 5 by 5 rotated in 7 iterations
              function rotatePixels(image)
              var x, y, x1, y1, edge;
              // Solve by swapping 4 at a time in rings from the outside in
              const N = image.length; // size of array
              const N1 = N - 1; // position of end item
              const N2 = N / 2; // Half way position

              // x,y hold the a cell coordinate
              x = y = 0;

              // x,y hold the diagonally opposite cell
              x1 = y1 = N1;

              // length of current edge
              edge = N1;

              // while not at the center
              while (y < N2)
              // for each item on the current edge
              while (x < edge) // rotate points at outer edge
              // swap 4 corner items
              // using array destructed assignment
              [
              image[x ][y1],
              image[y1][x1],
              image[x1][N1 - y1],
              image[y ][x ]
              ] = [
              image[y ][x ],
              image[x ][y1],
              image[y1][x1],
              image[x1][N1 - y1]
              ];
              x += 1; // move top pos forward one
              x1 -= 1; // move bottom pos back one

              y += 1; // diagonally into array
              x = y; // x same as y
              y1 = x1 = N1-x; // and diagonal opposite
              edge -= 1; // shorten the end

              return image;





              // How I would present it

              function rotatePixels(image)
              var x, y, x1, y1, edge;
              const N = image.length;
              const N1 = N - 1;
              const N2 = N / 2;
              x = y = 0;
              edge = x1 = y1 = N1;
              while (y < N2)
              while (x < edge)
              [image[x][y1], image[y1][x1], image[x1][N1-y1], image[y][x]] =
              [image[y][x] , image[x ][y1], image[y1][x1] , image[x1][N1-y1]];
              x += 1;
              x1 -= 1;

              x = y += 1;
              y1 = x1 = N1-x;
              edge -= 1;

              return image;



              // At time of writing I was unsure as to the performance of the swap using destructuring
              // Turns out it is very bad
              // The next version is a more conventional swap and runs 3 time faster than the above version
              // and 8 times faster than the conventional solution at top of answer

              function rotatePixels(image)
              var x, y, x1, y1, edge;
              const N = image.length;
              const N1 = N - 1;
              const N2 = N / 2;
              x = y = 0;
              edge = x1 = y1 = N1;
              while (y < N2)
              while (x < edge)
              const a = image[y][x];
              image[y][x] = image[x1][N1-y1];
              image[x1][N1-y1] = image[y1][x1];
              image[y1][x1] = image[x][y1];
              image[x][y1] = a;
              x += 1;
              x1 -= 1;

              x = y += 1;
              y1 = x1 = N1-x;
              edge -= 1;

              return image;









              share|improve this answer























              • Thanks that's interesting and I had been wondering how to do an in place version. As for ES6 I've been intentionally ignoring it for now as my work is based around IE11 use.
                – PDStat
                Feb 5 at 15:42







              • 2




                @PaulStatham Don't let MS's IE11 pull you down. It will be until after 2020 when MS stops support for win7, that IE11 will go away and it will never support ECMAScript6+. You can use transpilers such as Babel to provide legacy support and have your code base kept up to date, and most important your skill set on the consumer's leading edge.
                – Blindman67
                Feb 6 at 11:38














              up vote
              3
              down vote



              accepted










              Are you up to date?



              There is really not much to the problem and there are a variety of solutions.



              It is also hard to know what the interviews are looking for. For some it is knowledge of latest language features, for others it may be judged on efficiency.



              These very simple tests are generally just to see if you can actually write code. You would be amazed at how many people apply for jobs they are not able to do.



              Assessing the code.



              Looking at your code as a conservative HR interested in your code writing style, and up to date language knowledge.



              It is a pass, you can code, you have the job but will have you in supervision for a while..You also need to catch up on the language as you are not using ES6 to the full.



              General points



              • You need to use const for constants, and let for block scope variables.

              • You have not used any arrow functions.

              • I would question why you created the function using an expression, rather than a function statement, to make sure that you know the difference. (You should play it safe an use function statements)

              • Also maybe a little to much code, but not really an issue.

              • Code logic.. i would ask why you chose to duplicate the array rather than just create a new one as you went.

              A quick rewrite



              I am assuming the rotate is in place (original array) with new rows



              function rotate(matrix) // function statement
              const N = matrix.length - 1; // use a constant
              // use arrow functions and nested map;
              const result = matrix.map((row, i) =>
              row.map((val, j) => matrix[N - j][i])
              );
              matrix.length = 0; // hold original array reference
              matrix.push(...result); // Spread operator
              return matrix;



              Some extras



              The problem states "image" and "pixel" which give a hint that this may be judged on performance. They would tell you if it was. But if you get a similar challenge and performance is important then its best to use good old for loops, avoiding any iterators that use callbacks.



              Also a performance oriented function would swap in place rather than create new arrays. If you had to do that realtime with images for modern displays your code would be making big GC hits (Garbage Collection).



              An alternative



              Another way it can be done by rotating 4 pixels at a time can reduce memory overheads and processing time. Destructing lets you swap 4 corners in one go without the need to create temp variables.



              I would never recommend you submit the following unless there was a clear directive for performance, and thinking outside the box.






              // Commented version 

              // N*N is square
              // pixels are rotated inplace
              // 4 by 4 rotated in 4 iterations
              // 5 by 5 rotated in 7 iterations
              function rotatePixels(image)
              var x, y, x1, y1, edge;
              // Solve by swapping 4 at a time in rings from the outside in
              const N = image.length; // size of array
              const N1 = N - 1; // position of end item
              const N2 = N / 2; // Half way position

              // x,y hold the a cell coordinate
              x = y = 0;

              // x,y hold the diagonally opposite cell
              x1 = y1 = N1;

              // length of current edge
              edge = N1;

              // while not at the center
              while (y < N2)
              // for each item on the current edge
              while (x < edge) // rotate points at outer edge
              // swap 4 corner items
              // using array destructed assignment
              [
              image[x ][y1],
              image[y1][x1],
              image[x1][N1 - y1],
              image[y ][x ]
              ] = [
              image[y ][x ],
              image[x ][y1],
              image[y1][x1],
              image[x1][N1 - y1]
              ];
              x += 1; // move top pos forward one
              x1 -= 1; // move bottom pos back one

              y += 1; // diagonally into array
              x = y; // x same as y
              y1 = x1 = N1-x; // and diagonal opposite
              edge -= 1; // shorten the end

              return image;





              // How I would present it

              function rotatePixels(image)
              var x, y, x1, y1, edge;
              const N = image.length;
              const N1 = N - 1;
              const N2 = N / 2;
              x = y = 0;
              edge = x1 = y1 = N1;
              while (y < N2)
              while (x < edge)
              [image[x][y1], image[y1][x1], image[x1][N1-y1], image[y][x]] =
              [image[y][x] , image[x ][y1], image[y1][x1] , image[x1][N1-y1]];
              x += 1;
              x1 -= 1;

              x = y += 1;
              y1 = x1 = N1-x;
              edge -= 1;

              return image;



              // At time of writing I was unsure as to the performance of the swap using destructuring
              // Turns out it is very bad
              // The next version is a more conventional swap and runs 3 time faster than the above version
              // and 8 times faster than the conventional solution at top of answer

              function rotatePixels(image)
              var x, y, x1, y1, edge;
              const N = image.length;
              const N1 = N - 1;
              const N2 = N / 2;
              x = y = 0;
              edge = x1 = y1 = N1;
              while (y < N2)
              while (x < edge)
              const a = image[y][x];
              image[y][x] = image[x1][N1-y1];
              image[x1][N1-y1] = image[y1][x1];
              image[y1][x1] = image[x][y1];
              image[x][y1] = a;
              x += 1;
              x1 -= 1;

              x = y += 1;
              y1 = x1 = N1-x;
              edge -= 1;

              return image;









              share|improve this answer























              • Thanks that's interesting and I had been wondering how to do an in place version. As for ES6 I've been intentionally ignoring it for now as my work is based around IE11 use.
                – PDStat
                Feb 5 at 15:42







              • 2




                @PaulStatham Don't let MS's IE11 pull you down. It will be until after 2020 when MS stops support for win7, that IE11 will go away and it will never support ECMAScript6+. You can use transpilers such as Babel to provide legacy support and have your code base kept up to date, and most important your skill set on the consumer's leading edge.
                – Blindman67
                Feb 6 at 11:38












              up vote
              3
              down vote



              accepted







              up vote
              3
              down vote



              accepted






              Are you up to date?



              There is really not much to the problem and there are a variety of solutions.



              It is also hard to know what the interviews are looking for. For some it is knowledge of latest language features, for others it may be judged on efficiency.



              These very simple tests are generally just to see if you can actually write code. You would be amazed at how many people apply for jobs they are not able to do.



              Assessing the code.



              Looking at your code as a conservative HR interested in your code writing style, and up to date language knowledge.



              It is a pass, you can code, you have the job but will have you in supervision for a while..You also need to catch up on the language as you are not using ES6 to the full.



              General points



              • You need to use const for constants, and let for block scope variables.

              • You have not used any arrow functions.

              • I would question why you created the function using an expression, rather than a function statement, to make sure that you know the difference. (You should play it safe an use function statements)

              • Also maybe a little to much code, but not really an issue.

              • Code logic.. i would ask why you chose to duplicate the array rather than just create a new one as you went.

              A quick rewrite



              I am assuming the rotate is in place (original array) with new rows



              function rotate(matrix) // function statement
              const N = matrix.length - 1; // use a constant
              // use arrow functions and nested map;
              const result = matrix.map((row, i) =>
              row.map((val, j) => matrix[N - j][i])
              );
              matrix.length = 0; // hold original array reference
              matrix.push(...result); // Spread operator
              return matrix;



              Some extras



              The problem states "image" and "pixel" which give a hint that this may be judged on performance. They would tell you if it was. But if you get a similar challenge and performance is important then its best to use good old for loops, avoiding any iterators that use callbacks.



              Also a performance oriented function would swap in place rather than create new arrays. If you had to do that realtime with images for modern displays your code would be making big GC hits (Garbage Collection).



              An alternative



              Another way it can be done by rotating 4 pixels at a time can reduce memory overheads and processing time. Destructing lets you swap 4 corners in one go without the need to create temp variables.



              I would never recommend you submit the following unless there was a clear directive for performance, and thinking outside the box.






              // Commented version 

              // N*N is square
              // pixels are rotated inplace
              // 4 by 4 rotated in 4 iterations
              // 5 by 5 rotated in 7 iterations
              function rotatePixels(image)
              var x, y, x1, y1, edge;
              // Solve by swapping 4 at a time in rings from the outside in
              const N = image.length; // size of array
              const N1 = N - 1; // position of end item
              const N2 = N / 2; // Half way position

              // x,y hold the a cell coordinate
              x = y = 0;

              // x,y hold the diagonally opposite cell
              x1 = y1 = N1;

              // length of current edge
              edge = N1;

              // while not at the center
              while (y < N2)
              // for each item on the current edge
              while (x < edge) // rotate points at outer edge
              // swap 4 corner items
              // using array destructed assignment
              [
              image[x ][y1],
              image[y1][x1],
              image[x1][N1 - y1],
              image[y ][x ]
              ] = [
              image[y ][x ],
              image[x ][y1],
              image[y1][x1],
              image[x1][N1 - y1]
              ];
              x += 1; // move top pos forward one
              x1 -= 1; // move bottom pos back one

              y += 1; // diagonally into array
              x = y; // x same as y
              y1 = x1 = N1-x; // and diagonal opposite
              edge -= 1; // shorten the end

              return image;





              // How I would present it

              function rotatePixels(image)
              var x, y, x1, y1, edge;
              const N = image.length;
              const N1 = N - 1;
              const N2 = N / 2;
              x = y = 0;
              edge = x1 = y1 = N1;
              while (y < N2)
              while (x < edge)
              [image[x][y1], image[y1][x1], image[x1][N1-y1], image[y][x]] =
              [image[y][x] , image[x ][y1], image[y1][x1] , image[x1][N1-y1]];
              x += 1;
              x1 -= 1;

              x = y += 1;
              y1 = x1 = N1-x;
              edge -= 1;

              return image;



              // At time of writing I was unsure as to the performance of the swap using destructuring
              // Turns out it is very bad
              // The next version is a more conventional swap and runs 3 time faster than the above version
              // and 8 times faster than the conventional solution at top of answer

              function rotatePixels(image)
              var x, y, x1, y1, edge;
              const N = image.length;
              const N1 = N - 1;
              const N2 = N / 2;
              x = y = 0;
              edge = x1 = y1 = N1;
              while (y < N2)
              while (x < edge)
              const a = image[y][x];
              image[y][x] = image[x1][N1-y1];
              image[x1][N1-y1] = image[y1][x1];
              image[y1][x1] = image[x][y1];
              image[x][y1] = a;
              x += 1;
              x1 -= 1;

              x = y += 1;
              y1 = x1 = N1-x;
              edge -= 1;

              return image;









              share|improve this answer















              Are you up to date?



              There is really not much to the problem and there are a variety of solutions.



              It is also hard to know what the interviews are looking for. For some it is knowledge of latest language features, for others it may be judged on efficiency.



              These very simple tests are generally just to see if you can actually write code. You would be amazed at how many people apply for jobs they are not able to do.



              Assessing the code.



              Looking at your code as a conservative HR interested in your code writing style, and up to date language knowledge.



              It is a pass, you can code, you have the job but will have you in supervision for a while..You also need to catch up on the language as you are not using ES6 to the full.



              General points



              • You need to use const for constants, and let for block scope variables.

              • You have not used any arrow functions.

              • I would question why you created the function using an expression, rather than a function statement, to make sure that you know the difference. (You should play it safe an use function statements)

              • Also maybe a little to much code, but not really an issue.

              • Code logic.. i would ask why you chose to duplicate the array rather than just create a new one as you went.

              A quick rewrite



              I am assuming the rotate is in place (original array) with new rows



              function rotate(matrix) // function statement
              const N = matrix.length - 1; // use a constant
              // use arrow functions and nested map;
              const result = matrix.map((row, i) =>
              row.map((val, j) => matrix[N - j][i])
              );
              matrix.length = 0; // hold original array reference
              matrix.push(...result); // Spread operator
              return matrix;



              Some extras



              The problem states "image" and "pixel" which give a hint that this may be judged on performance. They would tell you if it was. But if you get a similar challenge and performance is important then its best to use good old for loops, avoiding any iterators that use callbacks.



              Also a performance oriented function would swap in place rather than create new arrays. If you had to do that realtime with images for modern displays your code would be making big GC hits (Garbage Collection).



              An alternative



              Another way it can be done by rotating 4 pixels at a time can reduce memory overheads and processing time. Destructing lets you swap 4 corners in one go without the need to create temp variables.



              I would never recommend you submit the following unless there was a clear directive for performance, and thinking outside the box.






              // Commented version 

              // N*N is square
              // pixels are rotated inplace
              // 4 by 4 rotated in 4 iterations
              // 5 by 5 rotated in 7 iterations
              function rotatePixels(image)
              var x, y, x1, y1, edge;
              // Solve by swapping 4 at a time in rings from the outside in
              const N = image.length; // size of array
              const N1 = N - 1; // position of end item
              const N2 = N / 2; // Half way position

              // x,y hold the a cell coordinate
              x = y = 0;

              // x,y hold the diagonally opposite cell
              x1 = y1 = N1;

              // length of current edge
              edge = N1;

              // while not at the center
              while (y < N2)
              // for each item on the current edge
              while (x < edge) // rotate points at outer edge
              // swap 4 corner items
              // using array destructed assignment
              [
              image[x ][y1],
              image[y1][x1],
              image[x1][N1 - y1],
              image[y ][x ]
              ] = [
              image[y ][x ],
              image[x ][y1],
              image[y1][x1],
              image[x1][N1 - y1]
              ];
              x += 1; // move top pos forward one
              x1 -= 1; // move bottom pos back one

              y += 1; // diagonally into array
              x = y; // x same as y
              y1 = x1 = N1-x; // and diagonal opposite
              edge -= 1; // shorten the end

              return image;





              // How I would present it

              function rotatePixels(image)
              var x, y, x1, y1, edge;
              const N = image.length;
              const N1 = N - 1;
              const N2 = N / 2;
              x = y = 0;
              edge = x1 = y1 = N1;
              while (y < N2)
              while (x < edge)
              [image[x][y1], image[y1][x1], image[x1][N1-y1], image[y][x]] =
              [image[y][x] , image[x ][y1], image[y1][x1] , image[x1][N1-y1]];
              x += 1;
              x1 -= 1;

              x = y += 1;
              y1 = x1 = N1-x;
              edge -= 1;

              return image;



              // At time of writing I was unsure as to the performance of the swap using destructuring
              // Turns out it is very bad
              // The next version is a more conventional swap and runs 3 time faster than the above version
              // and 8 times faster than the conventional solution at top of answer

              function rotatePixels(image)
              var x, y, x1, y1, edge;
              const N = image.length;
              const N1 = N - 1;
              const N2 = N / 2;
              x = y = 0;
              edge = x1 = y1 = N1;
              while (y < N2)
              while (x < edge)
              const a = image[y][x];
              image[y][x] = image[x1][N1-y1];
              image[x1][N1-y1] = image[y1][x1];
              image[y1][x1] = image[x][y1];
              image[x][y1] = a;
              x += 1;
              x1 -= 1;

              x = y += 1;
              y1 = x1 = N1-x;
              edge -= 1;

              return image;









              // Commented version 

              // N*N is square
              // pixels are rotated inplace
              // 4 by 4 rotated in 4 iterations
              // 5 by 5 rotated in 7 iterations
              function rotatePixels(image)
              var x, y, x1, y1, edge;
              // Solve by swapping 4 at a time in rings from the outside in
              const N = image.length; // size of array
              const N1 = N - 1; // position of end item
              const N2 = N / 2; // Half way position

              // x,y hold the a cell coordinate
              x = y = 0;

              // x,y hold the diagonally opposite cell
              x1 = y1 = N1;

              // length of current edge
              edge = N1;

              // while not at the center
              while (y < N2)
              // for each item on the current edge
              while (x < edge) // rotate points at outer edge
              // swap 4 corner items
              // using array destructed assignment
              [
              image[x ][y1],
              image[y1][x1],
              image[x1][N1 - y1],
              image[y ][x ]
              ] = [
              image[y ][x ],
              image[x ][y1],
              image[y1][x1],
              image[x1][N1 - y1]
              ];
              x += 1; // move top pos forward one
              x1 -= 1; // move bottom pos back one

              y += 1; // diagonally into array
              x = y; // x same as y
              y1 = x1 = N1-x; // and diagonal opposite
              edge -= 1; // shorten the end

              return image;





              // How I would present it

              function rotatePixels(image)
              var x, y, x1, y1, edge;
              const N = image.length;
              const N1 = N - 1;
              const N2 = N / 2;
              x = y = 0;
              edge = x1 = y1 = N1;
              while (y < N2)
              while (x < edge)
              [image[x][y1], image[y1][x1], image[x1][N1-y1], image[y][x]] =
              [image[y][x] , image[x ][y1], image[y1][x1] , image[x1][N1-y1]];
              x += 1;
              x1 -= 1;

              x = y += 1;
              y1 = x1 = N1-x;
              edge -= 1;

              return image;



              // At time of writing I was unsure as to the performance of the swap using destructuring
              // Turns out it is very bad
              // The next version is a more conventional swap and runs 3 time faster than the above version
              // and 8 times faster than the conventional solution at top of answer

              function rotatePixels(image)
              var x, y, x1, y1, edge;
              const N = image.length;
              const N1 = N - 1;
              const N2 = N / 2;
              x = y = 0;
              edge = x1 = y1 = N1;
              while (y < N2)
              while (x < edge)
              const a = image[y][x];
              image[y][x] = image[x1][N1-y1];
              image[x1][N1-y1] = image[y1][x1];
              image[y1][x1] = image[x][y1];
              image[x][y1] = a;
              x += 1;
              x1 -= 1;

              x = y += 1;
              y1 = x1 = N1-x;
              edge -= 1;

              return image;






              // Commented version 

              // N*N is square
              // pixels are rotated inplace
              // 4 by 4 rotated in 4 iterations
              // 5 by 5 rotated in 7 iterations
              function rotatePixels(image)
              var x, y, x1, y1, edge;
              // Solve by swapping 4 at a time in rings from the outside in
              const N = image.length; // size of array
              const N1 = N - 1; // position of end item
              const N2 = N / 2; // Half way position

              // x,y hold the a cell coordinate
              x = y = 0;

              // x,y hold the diagonally opposite cell
              x1 = y1 = N1;

              // length of current edge
              edge = N1;

              // while not at the center
              while (y < N2)
              // for each item on the current edge
              while (x < edge) // rotate points at outer edge
              // swap 4 corner items
              // using array destructed assignment
              [
              image[x ][y1],
              image[y1][x1],
              image[x1][N1 - y1],
              image[y ][x ]
              ] = [
              image[y ][x ],
              image[x ][y1],
              image[y1][x1],
              image[x1][N1 - y1]
              ];
              x += 1; // move top pos forward one
              x1 -= 1; // move bottom pos back one

              y += 1; // diagonally into array
              x = y; // x same as y
              y1 = x1 = N1-x; // and diagonal opposite
              edge -= 1; // shorten the end

              return image;





              // How I would present it

              function rotatePixels(image)
              var x, y, x1, y1, edge;
              const N = image.length;
              const N1 = N - 1;
              const N2 = N / 2;
              x = y = 0;
              edge = x1 = y1 = N1;
              while (y < N2)
              while (x < edge)
              [image[x][y1], image[y1][x1], image[x1][N1-y1], image[y][x]] =
              [image[y][x] , image[x ][y1], image[y1][x1] , image[x1][N1-y1]];
              x += 1;
              x1 -= 1;

              x = y += 1;
              y1 = x1 = N1-x;
              edge -= 1;

              return image;



              // At time of writing I was unsure as to the performance of the swap using destructuring
              // Turns out it is very bad
              // The next version is a more conventional swap and runs 3 time faster than the above version
              // and 8 times faster than the conventional solution at top of answer

              function rotatePixels(image)
              var x, y, x1, y1, edge;
              const N = image.length;
              const N1 = N - 1;
              const N2 = N / 2;
              x = y = 0;
              edge = x1 = y1 = N1;
              while (y < N2)
              while (x < edge)
              const a = image[y][x];
              image[y][x] = image[x1][N1-y1];
              image[x1][N1-y1] = image[y1][x1];
              image[y1][x1] = image[x][y1];
              image[x][y1] = a;
              x += 1;
              x1 -= 1;

              x = y += 1;
              y1 = x1 = N1-x;
              edge -= 1;

              return image;







              share|improve this answer















              share|improve this answer



              share|improve this answer








              edited Feb 6 at 11:28


























              answered Feb 5 at 15:14









              Blindman67

              5,3701320




              5,3701320











              • Thanks that's interesting and I had been wondering how to do an in place version. As for ES6 I've been intentionally ignoring it for now as my work is based around IE11 use.
                – PDStat
                Feb 5 at 15:42







              • 2




                @PaulStatham Don't let MS's IE11 pull you down. It will be until after 2020 when MS stops support for win7, that IE11 will go away and it will never support ECMAScript6+. You can use transpilers such as Babel to provide legacy support and have your code base kept up to date, and most important your skill set on the consumer's leading edge.
                – Blindman67
                Feb 6 at 11:38
















              • Thanks that's interesting and I had been wondering how to do an in place version. As for ES6 I've been intentionally ignoring it for now as my work is based around IE11 use.
                – PDStat
                Feb 5 at 15:42







              • 2




                @PaulStatham Don't let MS's IE11 pull you down. It will be until after 2020 when MS stops support for win7, that IE11 will go away and it will never support ECMAScript6+. You can use transpilers such as Babel to provide legacy support and have your code base kept up to date, and most important your skill set on the consumer's leading edge.
                – Blindman67
                Feb 6 at 11:38















              Thanks that's interesting and I had been wondering how to do an in place version. As for ES6 I've been intentionally ignoring it for now as my work is based around IE11 use.
              – PDStat
              Feb 5 at 15:42





              Thanks that's interesting and I had been wondering how to do an in place version. As for ES6 I've been intentionally ignoring it for now as my work is based around IE11 use.
              – PDStat
              Feb 5 at 15:42





              2




              2




              @PaulStatham Don't let MS's IE11 pull you down. It will be until after 2020 when MS stops support for win7, that IE11 will go away and it will never support ECMAScript6+. You can use transpilers such as Babel to provide legacy support and have your code base kept up to date, and most important your skill set on the consumer's leading edge.
              – Blindman67
              Feb 6 at 11:38




              @PaulStatham Don't let MS's IE11 pull you down. It will be until after 2020 when MS stops support for win7, that IE11 will go away and it will never support ECMAScript6+. You can use transpilers such as Babel to provide legacy support and have your code base kept up to date, and most important your skill set on the consumer's leading edge.
              – Blindman67
              Feb 6 at 11:38












              up vote
              2
              down vote













              Cloning the matrix



              .slice is a good way to copy the values of an array, instead of getting a reference to the same array. Unfortunately all your values are themselves arrays, which you are still using a reference to and not a copy. In this code you are not changing individual values, but setting entire rows at a time, so it still works, but this could easily lead to unexpected behavior if you are not careful.



              You don't mention if you have to modify the original matrix or return a new one (you are doing both). But if you leave the original unmodified, you don't even need to make a copy. Just start out with empty array and .push each new row to it.



              Mapping the values



              Your .map is a bit weird. You use it on one array, but then you don't even use the value and just use the index to access a different array. This can also be done simpler. The Nth row in the result is the Nth column in the input. So using .map on the input and getting the right value from each row will give you the new row (you have to reverse it too).



              var row = matrix.map(function(e) 
              return e[i]
              ).reverse();


              ES6



              A lot of new features was introduced in ES6, which was finalized back in 2015. You should be using them by now. This means using let instead of var, and arrow functions, which are excellent for short inline function like the one above.



              The final code



              Another small change I made was to change to the loop to loop over the inner array. This way it also works for matrices of different dimensions.



              function rotate(matrix) 
              let result = ;
              for(let i = 0; i < matrix[0].length; i++)
              let row = matrix.map(e => e[i]).reverse();
              result.push(row);

              return result;
              ;





              share|improve this answer

























                up vote
                2
                down vote













                Cloning the matrix



                .slice is a good way to copy the values of an array, instead of getting a reference to the same array. Unfortunately all your values are themselves arrays, which you are still using a reference to and not a copy. In this code you are not changing individual values, but setting entire rows at a time, so it still works, but this could easily lead to unexpected behavior if you are not careful.



                You don't mention if you have to modify the original matrix or return a new one (you are doing both). But if you leave the original unmodified, you don't even need to make a copy. Just start out with empty array and .push each new row to it.



                Mapping the values



                Your .map is a bit weird. You use it on one array, but then you don't even use the value and just use the index to access a different array. This can also be done simpler. The Nth row in the result is the Nth column in the input. So using .map on the input and getting the right value from each row will give you the new row (you have to reverse it too).



                var row = matrix.map(function(e) 
                return e[i]
                ).reverse();


                ES6



                A lot of new features was introduced in ES6, which was finalized back in 2015. You should be using them by now. This means using let instead of var, and arrow functions, which are excellent for short inline function like the one above.



                The final code



                Another small change I made was to change to the loop to loop over the inner array. This way it also works for matrices of different dimensions.



                function rotate(matrix) 
                let result = ;
                for(let i = 0; i < matrix[0].length; i++)
                let row = matrix.map(e => e[i]).reverse();
                result.push(row);

                return result;
                ;





                share|improve this answer























                  up vote
                  2
                  down vote










                  up vote
                  2
                  down vote









                  Cloning the matrix



                  .slice is a good way to copy the values of an array, instead of getting a reference to the same array. Unfortunately all your values are themselves arrays, which you are still using a reference to and not a copy. In this code you are not changing individual values, but setting entire rows at a time, so it still works, but this could easily lead to unexpected behavior if you are not careful.



                  You don't mention if you have to modify the original matrix or return a new one (you are doing both). But if you leave the original unmodified, you don't even need to make a copy. Just start out with empty array and .push each new row to it.



                  Mapping the values



                  Your .map is a bit weird. You use it on one array, but then you don't even use the value and just use the index to access a different array. This can also be done simpler. The Nth row in the result is the Nth column in the input. So using .map on the input and getting the right value from each row will give you the new row (you have to reverse it too).



                  var row = matrix.map(function(e) 
                  return e[i]
                  ).reverse();


                  ES6



                  A lot of new features was introduced in ES6, which was finalized back in 2015. You should be using them by now. This means using let instead of var, and arrow functions, which are excellent for short inline function like the one above.



                  The final code



                  Another small change I made was to change to the loop to loop over the inner array. This way it also works for matrices of different dimensions.



                  function rotate(matrix) 
                  let result = ;
                  for(let i = 0; i < matrix[0].length; i++)
                  let row = matrix.map(e => e[i]).reverse();
                  result.push(row);

                  return result;
                  ;





                  share|improve this answer













                  Cloning the matrix



                  .slice is a good way to copy the values of an array, instead of getting a reference to the same array. Unfortunately all your values are themselves arrays, which you are still using a reference to and not a copy. In this code you are not changing individual values, but setting entire rows at a time, so it still works, but this could easily lead to unexpected behavior if you are not careful.



                  You don't mention if you have to modify the original matrix or return a new one (you are doing both). But if you leave the original unmodified, you don't even need to make a copy. Just start out with empty array and .push each new row to it.



                  Mapping the values



                  Your .map is a bit weird. You use it on one array, but then you don't even use the value and just use the index to access a different array. This can also be done simpler. The Nth row in the result is the Nth column in the input. So using .map on the input and getting the right value from each row will give you the new row (you have to reverse it too).



                  var row = matrix.map(function(e) 
                  return e[i]
                  ).reverse();


                  ES6



                  A lot of new features was introduced in ES6, which was finalized back in 2015. You should be using them by now. This means using let instead of var, and arrow functions, which are excellent for short inline function like the one above.



                  The final code



                  Another small change I made was to change to the loop to loop over the inner array. This way it also works for matrices of different dimensions.



                  function rotate(matrix) 
                  let result = ;
                  for(let i = 0; i < matrix[0].length; i++)
                  let row = matrix.map(e => e[i]).reverse();
                  result.push(row);

                  return result;
                  ;






                  share|improve this answer













                  share|improve this answer



                  share|improve this answer











                  answered Feb 5 at 15:12









                  Kruga

                  74819




                  74819




















                      up vote
                      2
                      down vote













                      If performance is important, as mentioned above, it would be good to use for.



                      Also it is nice if you show an example of how you would structure a basic class. E.g:



                      class Matrix 

                      constructor(n)
                      this.m = ;
                      var z = 0;
                      for (let i = 0; i < n; ++i)
                      this.m[i] = ;
                      for (let j = 0; j < n; ++j)
                      this.m[i][j] = z;
                      z++;




                      printMatrix()
                      console.log(this.m);


                      rotateMatrix()
                      const n = this.m[0].length;

                      let res =

                      for (let i = 0; i < n; ++i)
                      for (let j = 0; j < n; ++j)
                      if (!res[j])
                      res[j] =
                      res[j][i] = this.m[n-1-i][j];


                      return res;



                      let m = new Matrix(5);
                      m.printMatrix();
                      let t0 = performance.now();
                      console.log(m.rotateMatrix());
                      let t1 = performance.now();
                      console.log("Call to rotate took " + (t1 - t0) + " milliseconds.");


                      It seems to perform 20% faster than using the algorithms above. I am pretty sure this can be done even more efficient.






                      share|improve this answer



























                        up vote
                        2
                        down vote













                        If performance is important, as mentioned above, it would be good to use for.



                        Also it is nice if you show an example of how you would structure a basic class. E.g:



                        class Matrix 

                        constructor(n)
                        this.m = ;
                        var z = 0;
                        for (let i = 0; i < n; ++i)
                        this.m[i] = ;
                        for (let j = 0; j < n; ++j)
                        this.m[i][j] = z;
                        z++;




                        printMatrix()
                        console.log(this.m);


                        rotateMatrix()
                        const n = this.m[0].length;

                        let res =

                        for (let i = 0; i < n; ++i)
                        for (let j = 0; j < n; ++j)
                        if (!res[j])
                        res[j] =
                        res[j][i] = this.m[n-1-i][j];


                        return res;



                        let m = new Matrix(5);
                        m.printMatrix();
                        let t0 = performance.now();
                        console.log(m.rotateMatrix());
                        let t1 = performance.now();
                        console.log("Call to rotate took " + (t1 - t0) + " milliseconds.");


                        It seems to perform 20% faster than using the algorithms above. I am pretty sure this can be done even more efficient.






                        share|improve this answer

























                          up vote
                          2
                          down vote










                          up vote
                          2
                          down vote









                          If performance is important, as mentioned above, it would be good to use for.



                          Also it is nice if you show an example of how you would structure a basic class. E.g:



                          class Matrix 

                          constructor(n)
                          this.m = ;
                          var z = 0;
                          for (let i = 0; i < n; ++i)
                          this.m[i] = ;
                          for (let j = 0; j < n; ++j)
                          this.m[i][j] = z;
                          z++;




                          printMatrix()
                          console.log(this.m);


                          rotateMatrix()
                          const n = this.m[0].length;

                          let res =

                          for (let i = 0; i < n; ++i)
                          for (let j = 0; j < n; ++j)
                          if (!res[j])
                          res[j] =
                          res[j][i] = this.m[n-1-i][j];


                          return res;



                          let m = new Matrix(5);
                          m.printMatrix();
                          let t0 = performance.now();
                          console.log(m.rotateMatrix());
                          let t1 = performance.now();
                          console.log("Call to rotate took " + (t1 - t0) + " milliseconds.");


                          It seems to perform 20% faster than using the algorithms above. I am pretty sure this can be done even more efficient.






                          share|improve this answer















                          If performance is important, as mentioned above, it would be good to use for.



                          Also it is nice if you show an example of how you would structure a basic class. E.g:



                          class Matrix 

                          constructor(n)
                          this.m = ;
                          var z = 0;
                          for (let i = 0; i < n; ++i)
                          this.m[i] = ;
                          for (let j = 0; j < n; ++j)
                          this.m[i][j] = z;
                          z++;




                          printMatrix()
                          console.log(this.m);


                          rotateMatrix()
                          const n = this.m[0].length;

                          let res =

                          for (let i = 0; i < n; ++i)
                          for (let j = 0; j < n; ++j)
                          if (!res[j])
                          res[j] =
                          res[j][i] = this.m[n-1-i][j];


                          return res;



                          let m = new Matrix(5);
                          m.printMatrix();
                          let t0 = performance.now();
                          console.log(m.rotateMatrix());
                          let t1 = performance.now();
                          console.log("Call to rotate took " + (t1 - t0) + " milliseconds.");


                          It seems to perform 20% faster than using the algorithms above. I am pretty sure this can be done even more efficient.







                          share|improve this answer















                          share|improve this answer



                          share|improve this answer








                          edited Apr 27 at 6:38









                          Billal BEGUERADJ

                          1




                          1











                          answered Apr 27 at 6:08









                          agonza1

                          211




                          211






















                               

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