Part one felt like a warmup and mostly was.
First, clarify the problem requirements and edge cases, such as negative heights, zeros, and empty arrays. Then, determine the maximum height to establish the number of rows, and iterate from the top row down to the base, printing '+' for columns where the terrain height is at least the current row level. Finally, test with examples to ensure correctness and discuss time and space complexity.
Pro tip: Mention that the base layer is always visible by ensuring the loop includes the row at height 1 (or 0 if heights can be zero), and handle negative heights by treating them as 0 or clarifying with the interviewer. This shows attention to detail and robustness.
Ask about input constraints: can heights be negative? Is the array empty? What should be printed for zero height? Confirm that the base layer is always visible, meaning at least one row is printed even if all heights are zero.
Find the maximum height in the array to set the number of rows. The number of columns is the length of the array. If all heights are zero or negative, still print one row (the base).
Loop from the maximum height down to 1 (or 0 if needed). For each row, iterate through the array and print '+' if the height at that column is >= current row level, otherwise print a space. This builds the visualization from top to bottom.
Print each row followed by a newline. Test with simple cases like [1,2,3], [0,0,0], and empty array to verify output. Discuss time complexity O(maxHeight * n) and space O(1) excluding output.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.
Model the terrain as an array of heights and simulate water flow by repeatedly finding the lowest adjacent column that is lower than the current water level, moving water there until it settles. Use a priority queue or BFS to efficiently propagate water to local minima, then render the final state by overlaying water units on the terrain grid.
Pro tip: Clarify assumptions about water behavior (e.g., does it flow off edges? can it evaporate?) and discuss trade-offs between simulation approaches (e.g., iterative vs. priority queue) to demonstrate engineering maturity.
Ask about terrain representation, water flow rules (e.g., does water flow off edges? can it pool indefinitely?), and output format. Confirm the column index is 0-based or 1-based.
Choose an approach: iterative water movement using a queue or priority queue to always process the lowest point, or a union-find based method to find basins. Consider time and space complexity.
Place the given amount of water at the specified column. Simulate flow by moving water to adjacent lower columns (considering effective height = terrain height + water level) until no more movement is possible.
Create a 2D grid where each column's terrain is represented by '+' characters up to its height, and water is represented by 'W' above the terrain up to the water level. Ensure proper alignment and spacing.
Test with edge cases: no water, water exceeding capacity, flat terrain, steep slopes, and multiple basins. Verify that water settles correctly and rendering matches expectations.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.