General


In Java you don’t see a lot of linked lists, and if you do it’s almost always java.util.LinkedList. People never write their own lists. They don’t really need to, I suppose. The one from java.util is fine. Plenty of people are leading fulfilling software careers never having implemented their own linked list. But it’s kind of a shame. Knowing how your data structures work makes you a better programmer.

It’s even rarer for a person to implement his own linked list in Scala. Scala’s scala.List is one of the most used classes in the language, so it’s packed with functionality. It’s abstract, covariant, it has helper objects such as List and Nil and the little-known ‘::’ class, it inherits from Product, Seq, Collection, Iterable, and PartialFunction. The machinery of List pulls in Array, ListBuffer, and more. It can be hard to take it all in.

So let’s build our own linked list. We’ll start out with something very basic and un-Scala-like. Then we’ll improve it gradually until we have something a little closer to scala.List. I encourage you to fire up your Scala interpreter and follow along.

Back to Basics

First, a short review of linked lists. A linked list is a chain of nodes, each referring to exactly one other node until you get to the end of the chain. You refer to the list by its first item and you follow the chain of references to reach the other nodes.

What are the requirements for our first try? Our node should be able to hold a piece of data, and refer to the next node. It should also be able to report its length, and provide a toString method so we can visualize the list. Here we go.

class MyList(val head: Any, val tail: MyList) {
  def isEmpty = (head == null && tail == null)
  def length: Int = if (isEmpty) 0 else 1 + tail.length
  override def toString: String = if (isEmpty) "" else head + " " + tail
}

The value ‘head’ holds the data for the node, ‘tail’ refers to the next element in the chain. The ‘isEmpty’ method is true if the head and tail are both null. The length and toString methods are both defined using a similar pattern: if (isEmpty) [base result] else [data for current node + result of same method on tail].

Here’s what it looks like when we use this class:

scala> var list = new MyList(null, null)
list: MyList =

scala> list.length
res0: Int = 0

scala> list.isEmpty
res1: Boolean = true

scala> list = new MyList("ABC", list)
list: MyList = ABC

scala> list.length
res3: Int = 1

scala> list.isEmpty
res4: Boolean = false

scala> list = new MyList("XYZ", list)
list: MyList = XYZ ABC

scala> list = new MyList("123", list)
list: MyList = 123 XYZ ABC

scala> list.tail.head
res7: Any = XYZ

Not bad. It gets the job done. But it has some problems. First is the use of ‘null’. Use of null references is sloppy and increases the odds of a null pointer exception so, ideally, we don’t want to see that. It has other problems, too. It’s too verbose. It’s not typesafe. But for now let’s concentrate on getting rid of the nulls.

No Nulls Is Good Nulls

How can we do it? We’re using the null as a special value, a marker to tell us when a node is at the end of a list. So we’ll just use something else as that marker instead. What can we use? We’ll create a special object for the empty list. It will be recognized as empty just based on its identity, not on null values. So let’s try it:

class MyList(val head: Any, val tail: MyList) {
  def isEmpty = false
  def length: Int = if (isEmpty) 0 else 1 + tail.length
  override def toString: String = if (isEmpty) "" else head + " " + tail
}

object MyListNil extends MyList("arbitrary value", null) {
  override def isEmpty = true
}

That’s better. (The observant reader will note the similarity of MyListNil to scala.List’s Nil object.) We got rid of the nulls in the isEmpty method, but we still have to put something in the head and tail parameters of the MyList constructor. We put an arbitrary non-null value in head, but what do we put for tail? Either null or create a new MyList. And how can that MyList be instantiated? It also needs a tail. Vicious circle. So this solution leaves us still stuck with a null.

Earlier, the null was there to mark a special node. We factored out that usage. Now it’s there to allow us to create the MyListNil. How can we factor that out? MyListNil is required to call its parent’s constructor. What if had no parent? Then it wouldn’t be a MyList anymore. What if it had an abstract parent? Now you’re talking. Let’s see what that would look like.

abstract class MyList {
  def head: Any
  def tail: MyList
  def isEmpty: Boolean
  def length: Int
}

class MyListImpl(val head: Any, val tail: MyList) extends MyList {
  def isEmpty = false
  def length: Int = 1 + tail.length
  override def toString: String = head + " " + tail
}

object MyListNil extends MyList {
  def head: Any = throw new Exception("head of empty list")
  def tail: MyList = throw new Exception("tail of empty list")
  def isEmpty = true
  def length = 0
  override def toString =  ""
}

It’s a little more code, but much neater. There are no nulls anywhere. Here’s how it looks when we use this new MyList:

scala> var list: MyList = MyListNil
list: MyList =

scala> list = new MyListImpl("ABC", list)
list: MyList = ABC

scala> list = new MyListImpl("XYZ", list)
list: MyList = XYZ ABC

scala> list = new MyListImpl("123", list)
list: MyList = 123 XYZ ABC

scala> list.length
res3: Int = 3

scala> list.tail.head
res4: Any = XYZ

scala> list.tail.tail.tail.head
java.lang.Exception: head of empty list
        at ...

Pretty neat. The equivalent of MyListImpl in the Scala’s real List implementation is a class called ‘::’, which has that funny name, by the way, because it looks nice in pattern matching code. Sometimes ‘::’ is referred to as cons. With nulls finally eliminated, we can concentrate on other issues.

Brevity Is The Heart Of List

The thing that I notice at this point is that a lot of typing (on the keyboard) is required to use this list. We have to type out “list = new MyListImpl(…, list)” every time we add an item. We can improve this with a new method.

abstract class MyList {
  [...]
  def add(item: Any): MyList = new MyListImpl(item, this)
}

Now we have classes referring to each other. MyList creates new MyListImpls, and MyListImpl extends MyList. So you’ll need to put these classes in a .scala file and compile them instead of just typing them into the Scala interpreter. But, wow! Look how much easier it is to use MyList now:

scala> var list = MyListNil add("ABC") add("XYZ") add("123")
list: MyList = 123 XYZ ABC

scala> list.length
res1: Int = 3

So much easier! One thing I notice, though, is that the order of items in the code is different from the order produced by toString. We can change our ‘add’ method so that is right-associative instead of left-associative by using a method name that ends in ‘:’ (colon). We’ll use ‘::’ as the method name since that’s what scala.List uses.

abstract class MyList {
  [...]
  def ::(item: Any): MyList = new MyListImpl(item, this)
}

scala> var list = "ABC" :: "XYZ" :: "123" :: MyListNil
list: MyList = ABC XYZ 123

Now we’re really getting somewhere. This is starting to look more like scala.List. One other thing that the standard list implementation gives you is a shortcut for initializing lists. It looks like “List(1, 2, 3, 4)”. Notice there’s no ‘new’ keyword. This is done using the scala.List helper object and its ‘apply’ method. Below is our own MyList helper object.

object MyList {
  def apply(items: Any*): MyList = {
    var list: MyList = MyListNil
    for (idx <- 0 until items.length reverse)
      list = items(idx) :: list
    list
  }
}

scala> var list = MyList("ABC", "XYZ", "123")
list: MyList = ABC XYZ 123

scala> list = "Cool" :: list
list: MyList = Cool ABC XYZ 123

Better Type-Safe Than Sorry

Better. Our code looks much neater now when we use MyList. I’ll introduce just one more improvement to MyList. It still has a rather glaring problem. It provides no type information. It keeps all of its data using a reference to Any. If you don’t see why this is a problem, let’s see what happens when we want to get the length of some items in a MyList:

scala> var list = MyList("ABC", 12345, "WXYZ")
list: MyList = ABC 12345 WXYZ

scala> list.head.length
<console>:6: error: value length is not a member of Any
       list.head.length
                 ^

scala> list.head.asInstanceOf[String].length
res10: Int = 3

scala> list.tail.head.asInstanceOf[String].length
java.lang.ClassCastException: java.lang.Integer cannot be cast to java.lang.String
        at .<init>(<console>:6)

Ouch! First, when we try to call method ‘length’ on list.head Scala complains that list.head is a reference to Any. Any doesn’t have a length method. This isn’t a dynamically typed language like, say, Ruby. An object has to have the right type before we can start calling methods. What to do? You could implement a MyStringList where the head has type String. But then you’ll need a MyIntList, MyDoubleList, etc. What we need is a way to specify the type of data in the list when we create the MyList instance. What we need is a type parameter.

Here’s the complete MyList code using a type parameter, and a little demonstration code:

abstract class MyList[A] {
  def head: A
  def tail: MyList[A]
  def isEmpty: Boolean
  def length: Int
  def ::(item: A): MyList[A] = new MyListImpl[A](item, this)
}

class MyListImpl[A](val head: A, val tail: MyList[A]) extends MyList[A] {
  def isEmpty = false
  def length: Int = 1 + tail.length
  override def toString: String = head + " " + tail
}

object MyListNil extends MyList[Nothing] {
  def head: Nothing = throw new Exception("head of empty list")
  def tail: MyList[Nothing] = throw new Exception("tail of empty list")
  def isEmpty = true
  def length = 0
  override def toString =  ""
}

object MyList {
  def apply[A](items: A*): MyList[A] = {
    var list: MyList[A] = MyListNil.asInstanceOf[MyList[A]]
    for (idx <- 0 until items.length reverse)
      list = items(idx) :: list
    list
  }
}

scala> var list = MyList("ABC", "WXYZ", "123")
list: MyList[java.lang.String] = ABC WXYZ 123

scala> list.head.length
res0: Int = 3

scala> 3.14159 :: list
<console>:6: error: type mismatch;
 found   : Double
 required: java.lang.String
       3.14159 :: list
               ^

scala> var list = MyList("ABC", 123, 3.14159)
list: MyList[Any] = ABC 123 3.14159

Look at line 32. The “MyList(…)” returns a MyList[String]. Scala figures out from the parameters what type to use. In line 35, you can see how much easier it is to use the list contents when you know the type at compile time.

If you try to mix types, as in line 45, Scala determines the nearest common ancestor of the types (Any, in this case) and uses that. However, if the type parameter is already determined, as in line 38, it won’t change when you try to add data of a different type. To make line 38 work, we can make a small change to the ‘::’ method:

abstract class MyList[A] {
  [...]
  def ::[B >: A](item: B): MyList[B] = 
    new MyListImpl(item, this.asInstanceOf[MyList[B]])
}

scala> var list = MyList("ABC", "XYZ")
list: MyList[java.lang.String] = ABC XYZ

scala> 3.14159 :: list
res0: MyList[Any] = 3.14159 ABC XYZ

This says that ‘::’ takes a parameter of type B, which is either A or a superclass of A, and returns a MyList[B]. So if you have a MyList[String] and you call ‘::’ on it with a Double parameter, Scala figures out that although Double is not a superclass of String, String and Double are both descendants of Any, and it returns a MyList[Any].

Conclusion

That’s a good stopping point for now. Obviously you can take the MyList class a lot further and add a lot more methods, but we’ve created some code that approximates the basics provided by scala.List. In fact, you could take several of the scala.List methods (foldLeft, for example) and basically drop them right into MyList and they’d work fine.

I was playing a game on my iPhone called Scramble the other day. It’s a great game. You are presented with a 4×4 grid of letters, and your job is to find words by chaining together adjacent letters. It bears a passing similarity to Boggle. I was playing online and I noticed that many other players play much better than I do. Well, a software developer doesn’t take a thing like this lying down. I decided it was time to write a Scramble (or Boggle) solver!

And since I’m trying to pick up the Scala language whenever I have an opportunity, I wrote the whole thing in Scala. I hope it will be, for the reader, an interesting study of a complete and useful (though simple) example Scala program.

First, I had to decide on a strategy. If we try every path on the game board, that’s inefficient. For example, if we try a path XQ then we can stop right there. XQ is not a word and no word starts with the letters XQ. This suggests using some sort of spell-checker-like logic. So let’s first create a dictionary data structure that allow us to look up words and eliminate dead ends. What we need is a tree. Here’s the data structure I came up with.

import scala.collection.mutable.HashMap

class LetterTree {
    private val nodes: HashMap[Char,LetterTree] = new HashMap[Char,LetterTree]
    var terminal: Boolean = false
    def addWord(word: String): Unit = addWord(word.toList)
    def addWord(word: List[Char]): Unit = word match {
        case Nil          => terminal = true
        case head :: tail => nodes.getOrElseUpdate(head, new LetterTree).addWord(tail)
    }
    def getSubTree(letter: Char): Option[LetterTree] =
        if (nodes.contains(letter)) Some(nodes(letter)) else None
}

It’s a mutable class. I toyed with some ideas for an immutable class, but it just complicated things more than I wanted to cope with. Our dictionary will be a tree in which LetterTree is the node class. You can see that a LetterTree has two member data: a hashmap of child LetterTrees indexed by Char, and a flag called terminal. So a LetterTree is a tree node whose child nodes are indexed by letter, and which can be marked (via the terminal flag) as ending a word. This is a pretty efficient way to store words.

There are two addWord methods for populating the tree. One takes a list of Chars. The other takes a String and is included for convenience. It converts its String parameter to a list of Chars and calls the other addWord method. If the addWord method is passed an empty list (Nil), then it has reached the end of a word and sets the terminal flag. Otherwise, it takes the first Char in the list and looks up (or else creates) the LetterTree mapped to that Char. The method then adds the remainder of the Char list to that mapped LetterTree.

Finally, there’s the getSubTree method. This will be useful when we start using the tree to look up potential word matches.

So imagine that we create a LetterTree and add the following words: item, its, it. We get a structure like this:

Figure 1

Figure 1

Each of the boxes represents a LetterTree instance. Each arrow, labeled with letter, represents an entry in the ‘nodes’ HashMap. The top level LetterTree does not itself represent a letter. It’s just a starting point. Its ‘nodes’ member has just one mapping: letter ‘i’ maps to a second LetterTree. That second LetterTree doesn’t have its ‘terminal’ flag set, so we haven’t made a word yet. Its ‘nodes’ map has a single entry mapping ‘t’ to a third LetterTree. This third LetterTree is a terminal node, so we know that the sequence ‘it’ forms a word. The third LetterTree’s ‘nodes’ map has entries for ‘s’ and ‘e’. The LetterTree mapped to ‘s’ is terminal, and the one mapped to ‘e’ is not. The ‘e’ node has a child node ‘m’ that is a terminal.

This is a pretty efficient way to store words. We got to use the sequence ‘it’ 3 times! Also, note that there is exactly one terminal node for each word. If we add a word, we will either append a new leaf node which will be terminal, or we will make one of the existing nodes terminal.

Now, all we have to do is create a LetterTree and call the addWord method for every word we can think of. That could be annoying. Let’s create an improved LetterTree that will read a list of words from a file.

import java.io.File
import scala.io.Source

class FileLetterTree(path: String) extends LetterTree {
    val file = new File(path)
     for (line <- Source.fromFile(file).getLines) addWord(line.trim)
}

Can you believe how easy that was?! We just extend LetterTree, take a file path as a constructor parameter, use the scala.io.Source class to get all lines, and add each line as a word. Now just find a text file containing all English words. You should be able to google it.

You might want to ensure the file contains only words 3 letters or longer (as required by the rules of the game), only lower case, and only the 26 english letters. Since Scramble has no ‘Q’ piece (neither does Boggle) but only a ‘Qu’ piece, you might want to do a global replace on your word file, replacing all instance of ‘qu’ with ‘q’.

Ok, now we have a data structure for looking up words.  Now we need to create some code that represents the game board.  We’ll assume a 4-by-4 board.

class GameBoard(lettersStr: String) {
    private val ltrStr = lettersStr.toLowerCase()
    if (!ltrStr.matches("^[a-z]{16}$"))
    throw new Exception("Exactly 16 letters a-z are required.")

    override def toString: String =
        ltrStr.substring(0,4)  + "\n" + ltrStr.substring(4,8) + "\n" +
        ltrStr.substring(8,12) + "\n" + ltrStr.substring(12,16)

    case class Letter(letter: Char) {
        var neighbors = List[Letter]()
        def addNeighbor(nbr: Letter) = { neighbors = nbr :: neighbors }
        override def toString = letter.toString
    }

    val letters = new Array[Array[Letter]](4,4)
    for (idx <- 0 until ltrStr.length)
        letters(idx/4)(idx % 4) = Letter(ltrStr(idx))

    for ( idx <- 0 to 3; jdx <- 0 to 3; iOff <- -1 to 1; jOff <- -1 to 1;
          if (iOff != 0 || jOff != 0) &&
          idx + iOff >= 0 && idx + iOff < 4 &&
          jdx + jOff >= 0 && jdx + jOff < 4 )
        letters(idx)(jdx).addNeighbor(letters(idx + iOff)(jdx + jOff))
}

That’s a lot of new code, but it is actually pretty simple if we break it down:

Lines 2-4 just ensure that we have good input.  The code converts the constructor parameter to lower case, and then confirms that it is composed of exactly 16 letters from a to z.

The next section is a toString method.  It just returns the 16-letter string in 4-letter chunks separated by newlines.

Next, there is an inner class called Letter.  It encapsulates one letter on the game board, and includes a way to keep track of neighboring Letters (think of it as a graph node).

Line 16 creates the game board, a 4-by-4 array of Letters.  The for-loop that follows initializes each of the 16 Letter objects using the corresponding letters from the 16-letter string.

All that’s left is to tell each Letter who his neighbors are.  This is done with the somewhat complex for-loop on line 20.  This structure loops through two indices, idx and jdx, as well as two offsets, iOff and jOff.  It’s like four nested loops combined into one.  It loops through idx and jdx values from 0 to 3, so it runs for each of the 16 Letters in the grid.  It also loops through iOff and jOff from -1 to 1, so it looks at each neighbor of each Letter.  See?  For each of the 16 Letters in the grid, it looks at each of the 9 Letters around that Letter (including the Letter itself).

The last section of the for-loop header (lines 21-23) defines which combinations of idx, jdx, iOff, and jOff are valid and should be processed in the loop body.  You see why, right?  First of all, there’s no need for a Letter to add itself to its list of neighbors.  It’s against the game rules to use the same grid position twice in the same word, so any iterations in which iOff and jOff are both 0 are eliminated at line 21.

Also, there are grid positions at the edges and corners.  Those positions will have fewer neighbors.   So for the Letter at position idx=0, jdx=0, offsets of iOff=-1 OR jOff=-1 make no sense.  There are no neighboring Letters in the -1 direction at that position.  These restrictions are made by lines 22 and 23.

Finally, if the indices and offsets pass the tests, the Letter at location (idx, jdx) is assigned a new neighbor, the Letter at (idx+iOff, jdx+jOff).

Of course, this isn’t the only way to write a program like this.  We could have used a simple array of characters and put the neighbor-finding logic in the solver code, but I chose to divide up the responsibilities like this.

We’ve finished setting up the game board.  We have a dictionary of legal words.  Now we’re ready to play.  Let’s add a function called findWords to the GameBoard class.

def findWords(tree: LetterTree): List[String] = {
    def findWords(tree: LetterTree, letter: Letter, sofar: List[Letter]): List[String] = {
        tree.getSubTree(letter.letter) match {
          case Some(subTree) =>
            var words: List[String] = Nil
            if (subTree.terminal) words = (letter :: sofar).foldLeft("")((c,n) => n+c) :: words
            for (nextLetter <- letter.neighbors if !sofar.contains(nextLetter))
            words = findWords(subTree, nextLetter, letter :: sofar) ::: words
            words
          case None => Nil
        }
    }
    var words: List[String] = Nil
    for (idx <- 0 to 3; jdx <- 0 to 3)
        words = words ++ findWords(tree, letters(idx)(jdx), Nil)
    words
}

This is the heart of our little program. This is the code that does the real work. The first thing that happens in this function is that we define an inner function.  We’ll look at that in a second.  First, look at code below the inner function.  We create an empty List of Strings, then for each Letter in the 4-by-4 grid we call the inner findWords function.  We pass in the dictionary tree (at the top tree level), the current Letter, and an empty list.  That’s the list of letters used so far.  At this point, no letters have been used yet, so it’s empty (Nil).

The result of the inner function call is a list of all valid words that start with the given Letter.  That list is added to the list of all valid words.  We do this for each of the 16 Letters.

Now, for that inner function.  Let’s first examine the parameter list. First is tree of type LetterTree. This is the dictionary class we built earlier. On the first call, we pass in the whole dictionary, the top level tree. As we search for words, though, we will pass sub-trees, sub-sub-trees and so forth. The second parameter is a letter of type Letter. That’s just the current letter that we’re evaluating.

The last parameter is called sofar and it has type List[Letter]. Why is it called sofar? Because it’s the ordered list of connected Letters from the game board that we know begin words in the dictionary. The sofar list might contain the letters (c, o, m, p) because this is a prefix to words like compute, computer, computing, comparison, etc. We would never be passed a sofar list containing (c, o, m, p, x) because although this sequence could show up on the game board, this is not a prefix to any word in the dictionary. This parameter will grow longer with each recursive call to the inner function. This is why on the first call to the inner function we pass the empty list, Nil, as the sofar parameter.

We first look up the sub-tree beginning with the letter value of the Letter parameter.  If we find that there is no sub-tree for this letter (the result of getSubTree matches None) then we know that there are no words beginning with the letter. It’s a dead end, so we return an empty list and we do not recurse any further.

If we do find a sub-tree, though, that means that there are words that begin with the sofar list followed by this letter. On line 6, we check to see if the node for the current letter is a terminal node in our dictionary. If it is, then we have a legal word. We append the current letter to the sofar list, convert the list to a string, and put it in the local words list.

In the next line, we loop through all of the current Letter’s neighbors, excluding any that are already in the sofar list. For each unused neighbor, we make a recursive call. This time, the parameters are the dictionary sub-tree, the neighbor letter generated by the for loop, and the sofar list with the current Letter appended. The list of words returned by each recursive call is combined with the local word list. After all the neighboring letters have been checked, the word list is returned from the function.

This is basically a graphs problem. The game board is an undirected graph. The dictionary is a tree, which is a type of graph. We are taking circuit-free paths along the game board graph and mapping them to paths on the tree, accumulating a list of matching paths for which the end is marked terminal on the tree. There are Java (and maybe Scala) libraries for dealing with graphs, and when I get a chance I’d like to see if I can get a more tidy implementation using one of these libraries.

Now, we’ll just pull all this together in a neat little package:

class PuzzleSolver(dictionaryPath: String) {
    val tree = new FileLetterTree(dictionaryPath)
    def solve(letters: String) = {
        val board = new GameBoard(letters)
        val wordSet = new HashSet[String]() ++ board.findWords(tree)
        val sortedWords = wordSet.toList.sort{ (a,b) =>
            a.length > b.length || (a.length == b.length && a > b)
        }
        println(sortedWords)
    }
}

Now we can create an instance of the PuzzleSolver class for a dictionary file that we specify. Then we can call the solve function for game board configurations. This class finds all the legal words contained in the game board, sorts them by length first and alphabetically second, and prints them out.

Here’s a sample session in the Scala interpreter:

scala> val solver = new PuzzleSolver("./words.txt")
solver: PuzzleSolver = PuzzleSolver@1876e5d

scala> solver.solve("TestingTheSolver")
List(storeen, torsel, tinsel, tensor, seeing, nestor, inseer, 
ingest, verst, verso, torse, tinge, store, soree, soget, snite, 
sneer, rotse, rotge, rosel, reest, orsel, inset, insee, ingot, 
hinge, gorse, geest, vlei, vest, vent, vein, veer, veen, tore, 
togs, ting, tine, tien, teng, stog, sore, snee, sero, sent, 
seit, sego, seer, seen, seel, rose, rest, rees, reen, reel, 
ogee, neti, nest, neer, lest, lent, lens, lehi, lees, leer, 
iten, hint, hing, hest, hent, hein, heer, gore, goes, goer, 
gest, gent, gens, gein, eros, vei, vee, tor, tog, toe, tin, 
tie, ten, teg, sot, sog, soe, set, ser, sen, seg, see, rot, 
rog, roe, rev, ree, ose, ore, oes, oer, nit, net, nei, nee, 
lev, les, len, lei, leg, lee, ing, hit, hin, hie, hen, hei, 
got, gos, gor, get, ges, gen, gel, gee, ers, ens, ego, eer, 
eel)

scala>

It works! Here’s the complete source code:

import java.io.File  
import scala.io.Source  
import scala.collection.mutable.HashMap  
import scala.collection.immutable.HashSet  
  
class LetterTree {  
    private val nodes: HashMap[Char,LetterTree] = new HashMap[Char,LetterTree]  
    var terminal: Boolean = false  
    def addWord(word: String): Unit = addWord(word.toList)  
    def addWord(word: List[Char]): Unit = word match {  
        case Nil          => terminal = true  
        case head :: tail => nodes.getOrElseUpdate(head, new LetterTree).addWord(tail)  
    }  
    def getSubTree(letter: Char): Option[LetterTree] =  
        if (nodes.contains(letter)) Some(nodes(letter)) else None  
}  

class FileLetterTree(path: String) extends LetterTree {  
    val file = new File(path)  
    for (line <- Source.fromFile(file).getLines) addWord(line.trim)  
}  


class GameBoard(lettersStr: String) {  
    private val ltrStr = lettersStr.toLowerCase()  
    if (!ltrStr.matches("^[a-z]{16}$"))  
    throw new Exception("Exactly 16 letters a-z are required.")  
  
    override def toString: String =  
        ltrStr.substring(0,4)  + "\n" + ltrStr.substring(4,8) + "\n" +  
        ltrStr.substring(8,12) + "\n" + ltrStr.substring(12,16)  
  
    case class Letter(letter: Char) {  
        var neighbors = List[Letter]()  
        def addNeighbor(nbr: Letter) = { neighbors = nbr :: neighbors }  
        override def toString = letter.toString  
    }  
  
    val letters = new Array[Array[Letter]](4,4)  
    for (idx <- 0 until ltrStr.length)  
        letters(idx/4)(idx % 4) = Letter(ltrStr(idx))  
  
    for ( idx <- 0 to 3; jdx <- 0 to 3; iOff <- -1 to 1; jOff <- -1 to 1;  
          if (iOff != 0 || jOff != 0) &&  
          idx + iOff >= 0 && idx + iOff < 4 &&  
          jdx + jOff >= 0 && jdx + jOff < 4 )  
        letters(idx)(jdx).addNeighbor(letters(idx + iOff)(jdx + jOff))  

  def findWords(tree: LetterTree): List[String] = {  
      def findWords(tree: LetterTree, letter: Letter, sofar: List[Letter]): List[String] = {  
          tree.getSubTree(letter.letter) match {  
            case Some(subTree) =>  
              var words: List[String] = Nil  
              if (subTree.terminal) words = (letter :: sofar).foldLeft("")((c,n) => n+c) :: words  
              for (nextLetter <- letter.neighbors if !sofar.contains(nextLetter))  
              words = findWords(subTree, nextLetter, letter :: sofar) ::: words  
              words  
            case None => Nil  
          }  
      }  
      var words: List[String] = Nil  
      for (idx <- 0 to 3; jdx <- 0 to 3)  
          words = words ++ findWords(tree, letters(idx)(jdx), Nil)  
      words  
  }  
}  

class PuzzleSolver(dictionaryPath: String) {  
    val tree = new FileLetterTree(dictionaryPath)  
    def solve(letters: String) = {  
        val board = new GameBoard(letters)  
        val wordSet = new HashSet[String]() ++ board.findWords(tree)  
        val sortedWords = wordSet.toList.sort{ (a,b) =>  
            a.length > b.length || (a.length == b.length && a > b)  
        }  
        println(sortedWords)  
    }  
}

One last thing: To be clear, no I don’t actually use this to cheat at online games. Just knowing that I could is satisfying enough for me.

I like to include a copyright notice on my posts, a small one down on the lower right, and a couple of links for RSS and Twitter.  The problem is that I always go back and add it as an afterthough.  So I write a post, proof it, convince myself that it’s perfect, post it, and then I notice that I didn’t put that little footer at the end.

I use wordpress.com to host my site.  I looked around the admin console for something pertaining to post templates but didn’t find anything.  I googled a little to see whether such a feature exists, but I didn’t find anything.

Then it occurred to me.  Matt Malone, you handsome devil, aren’t you a professional software developer?  And don’t you have the gall to write a blog proclaiming yourself such?  Why don’t you write something yourself?  So I did.  I wrote a very simple greasemonkey script.  Here it is below.  Feel free to install the script if you use wordpress.com and think it would be useful.

// ==UserScript==
// @name           WordPress Post Template
// @namespace      oldfashionedsoftware.com
// @description    Inserts some template text in new blog posts
// @include        http://matthewmalone.wordpress.com/wp-admin/post-new.php
// ==/UserScript==
var postTextAreaList, postTextArea;
postTextAreaList = document.evaluate( "//textarea[@name='content']",
    document, null, XPathResult.UNORDERED_NODE_SNAPSHOT_TYPE, null);
postTextArea = postTextAreaList.snapshotItem(0);
postTextArea.value = "Your template text here";

This blog will contain my observations, ideas, and discoveries concerning software development.

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