Solution 3 suppose your 3d arr[i][j][k] array has integers then declare another 1d array of size i*j*k and use nested loops to read each element in the 3d array and assign them to the 1d array.
Indexing multi-dimensional arraysMulti-dimensional arrays are indexed in GAUSS the same way that matrices are indexed, using square brackets [] . Scanning above, you can see that the value of the element at the intersection of the third row and second column of x1 is 8.
By using ndarray. flatten() function we can flatten a matrix to one dimension in python. order:'C' means to flatten in row-major. 'F' means to flatten in column-major.
The conceptual syntax for 3D array is this: data_type array_name[table][row][column]; If you want to store values in any 3D array point first to table number, then row number, and lastly to column number.
Here is a solution in Java that gives you both:
Below is a graphical illustration of the path I chose to traverse the 3D matrix, the cells are numbered in their traversal order:
Conversion functions:
public int to1D( int x, int y, int z ) {
return (z * xMax * yMax) + (y * xMax) + x;
}
public int[] to3D( int idx ) {
final int z = idx / (xMax * yMax);
idx -= (z * xMax * yMax);
final int y = idx / xMax;
final int x = idx % xMax;
return new int[]{ x, y, z };
}
The algorithm is mostly the same. If you have a 3D array Original[HEIGHT, WIDTH, DEPTH]
then you could turn it into Flat[HEIGHT * WIDTH * DEPTH]
by
Flat[x + WIDTH * (y + DEPTH * z)] = Original[x, y, z]
As an aside, you should prefer arrays of arrays over multi-dimensional arrays in .NET. The performance differences are significant
I think the above needs a little correction. Lets say you have a HEIGHT of 10, and a WIDTH of 90, single dimensional array will be 900. By the above logic, if you are at the last element on the array 9 + 89*89, obviously this is greater than 900. The correct algorithm is:
Flat[x + HEIGHT* (y + WIDTH* z)] = Original[x, y, z], assuming Original[HEIGHT,WIDTH,DEPTH]
Ironically if you the HEIGHT>WIDTH you will not experience an overflow, just complete bonkers results ;)
x + y*WIDTH + Z*WIDTH*DEPTH
. Visualize it as a rectangular solid: first you traverse along x
, then each y
is a "line" width
steps long, and each z
is a "plane" WIDTH*DEPTH
steps in area.
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