The single-square part was fine, just pick random x and y within bounds.
Start by designing a single Square class with a uniform sampling method, then extend to N squares using a weighted sampling scheme where weights are proportional to area. Discuss the API, data structures (e.g., prefix sums for efficient sampling), time/space complexity, and floating-point precision handling.
Pro tip: Mention that using prefix sums of areas allows O(log N) sampling via binary search, but if areas are similar, a simpler O(1) approach with rejection sampling might be acceptable—showing awareness of trade-offs.
Define a Square with center, side length, and a method to sample a uniform random point inside. Ensure the sampling is correct by generating coordinates uniformly within the square's bounds.
Create a collection of non-overlapping squares. Compute each square's area and store cumulative sums to enable weighted sampling proportional to area.
Generate a random number between 0 and total area, then use binary search on cumulative sums to select a square, and finally sample uniformly within that square.
Discuss time complexity: O(log N) for selection plus O(1) for point generation; space complexity O(N) for storing squares and prefix sums.
Handle precision by using double precision, avoiding exact equality comparisons, and considering epsilon-based adjustments or alternative methods like rejection sampling if needed.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.