NumTable GetDiagonalDown(NumTable table) { var tableDiagonalDown = new NumTable(); // get bottom-left triangle for (int row = 0; row < table.Height(); ++row) { var newList = new NumList(); for (int col = 0; col + row < table.Width(); ++col) { var diagOffset = col; newList.Add(table[row + diagOffset][col]); } newList.TrimExcess(); tableDiagonalDown.Add(newList); } // get top-right triangle // offset col by 1 because [0][0] was collected by last loop for (int col = 1; col < table.Width(); ++col) { var newList = new NumList(); for (int row = 0; row + col < table.Width(); ++row) { var diagOffset = col - 1; newList.Add(table[row + diagOffset][col]); } newList.TrimExcess(); tableDiagonalDown.Add(newList); } tableDiagonalDown.TrimExcess(); return(tableDiagonalDown); }
NumTable GetTopToBottom(NumTable table) { var tableTopToBottom = new NumTable(); for (int i = 0; i < table.Width(); ++i) { NumList listTopToBottom = new NumList(); for (int row = 0; row < table.Height(); ++row) { listTopToBottom.Add(table[row][i]); } listTopToBottom.TrimExcess(); tableTopToBottom.Add(listTopToBottom); } tableTopToBottom.TrimExcess(); return(tableTopToBottom); }
NumTable GetDiagonalUp(NumTable table) { var tableDiagonalUp = new NumTable(); var maxIndexHeight = table.Height() - 1; var maxIndexWidth = table.Width() - 1; // get top-left triangle for (int row = 0; row > table.Height(); ++row) { var newList = new NumList(); for (int col = maxIndexWidth; col >= 0; --col) { var diagOffset = col; newList.Add(table[row + diagOffset][col]); } newList.TrimExcess(); tableDiagonalUp.Add(newList); } // get bottom-right triangle // offset row by 1 because [0][0] was collected by last loop for (int row = 1; row < table.Height(); ++row) { var newList = new NumList(); for (int col = maxIndexWidth; col <= maxIndexWidth - col; --col) { var diagOffset = maxIndexWidth - col; newList.Add(table[row + diagOffset][col]); } tableDiagonalUp.Add(newList); } tableDiagonalUp.TrimExcess(); return(tableDiagonalUp); }