Minimum Area Rectangle in Swift
up vote
1
down vote
favorite
This is my solution to LeetCode – Minimum Area Rectangle in Swift
939. Minimum Area Rectangle
Given a set of points in the xy-plane, determine the minimum area of a rectangle formed from these points, with sides parallel to the x and y axes.
If there isn't any rectangle, return 0.
- Example 1:
Input:
[[1,1],[1,3],[3,1],[3,3],[2,2]]
Output:
4
- Example 2:
Input:
[[1,1],[1,3],[3,1],[3,3],[4,1],[4,3]]
Output:
2
class Solution {
struct Point_Dng: Hashable{
var x: Int
var y: Int
init(_ x: Int, _ y: Int) {
self.x = x
self.y = y
}
var hashValue: Int{
return x * 100000 + y
}
static func == (_ lhs: Point_Dng, _ rhs: Point_Dng) -> Bool{
return lhs.x == rhs.x && lhs.y == rhs.y
}
}
func minAreaRect(_ points: [[Int]]) -> Int {
let points_new = points.map({ (point: [Int]) -> Point_Dng in
return Point_Dng(point[0], point[1])
})
let set = Set(points_new)
var ans = Int.max
for point in points{
for point_piece in points{
if point[0] != point_piece[0] , point[1] != point_piece[1] , set.contains(Point_Dng(point[0], point_piece[1])) ,set.contains(Point_Dng(point_piece[0], point[1])) {
ans = min(ans, abs((point_piece[1] - point[1] ) * (point_piece[0] - point[0])))
}
}
}
if ans == Int.max {
return 0
}
else{
return ans
}
}
}
Note:
1 <= points.length <= 500
0 <= points[i][0] <= 40000
0 <= points[i][1] <= 40000
All points are distinct.
According to LeetCode's note, I improved the hash performance.
I turned
var hashValue: Int{
return "(x)(y)".hashValue
}
into
var hashValue: Int{
return x * 100000 + y
}
because Swift's tuple is not hashable.
The prior one will lead to “Time Limit Exceeded”
How can I improve it further?
In fact I want to know is there something I missed in Swift.
Something out of my knowledge.
Because I did it simple.
programming-challenge swift
add a comment |
up vote
1
down vote
favorite
This is my solution to LeetCode – Minimum Area Rectangle in Swift
939. Minimum Area Rectangle
Given a set of points in the xy-plane, determine the minimum area of a rectangle formed from these points, with sides parallel to the x and y axes.
If there isn't any rectangle, return 0.
- Example 1:
Input:
[[1,1],[1,3],[3,1],[3,3],[2,2]]
Output:
4
- Example 2:
Input:
[[1,1],[1,3],[3,1],[3,3],[4,1],[4,3]]
Output:
2
class Solution {
struct Point_Dng: Hashable{
var x: Int
var y: Int
init(_ x: Int, _ y: Int) {
self.x = x
self.y = y
}
var hashValue: Int{
return x * 100000 + y
}
static func == (_ lhs: Point_Dng, _ rhs: Point_Dng) -> Bool{
return lhs.x == rhs.x && lhs.y == rhs.y
}
}
func minAreaRect(_ points: [[Int]]) -> Int {
let points_new = points.map({ (point: [Int]) -> Point_Dng in
return Point_Dng(point[0], point[1])
})
let set = Set(points_new)
var ans = Int.max
for point in points{
for point_piece in points{
if point[0] != point_piece[0] , point[1] != point_piece[1] , set.contains(Point_Dng(point[0], point_piece[1])) ,set.contains(Point_Dng(point_piece[0], point[1])) {
ans = min(ans, abs((point_piece[1] - point[1] ) * (point_piece[0] - point[0])))
}
}
}
if ans == Int.max {
return 0
}
else{
return ans
}
}
}
Note:
1 <= points.length <= 500
0 <= points[i][0] <= 40000
0 <= points[i][1] <= 40000
All points are distinct.
According to LeetCode's note, I improved the hash performance.
I turned
var hashValue: Int{
return "(x)(y)".hashValue
}
into
var hashValue: Int{
return x * 100000 + y
}
because Swift's tuple is not hashable.
The prior one will lead to “Time Limit Exceeded”
How can I improve it further?
In fact I want to know is there something I missed in Swift.
Something out of my knowledge.
Because I did it simple.
programming-challenge swift
add a comment |
up vote
1
down vote
favorite
up vote
1
down vote
favorite
This is my solution to LeetCode – Minimum Area Rectangle in Swift
939. Minimum Area Rectangle
Given a set of points in the xy-plane, determine the minimum area of a rectangle formed from these points, with sides parallel to the x and y axes.
If there isn't any rectangle, return 0.
- Example 1:
Input:
[[1,1],[1,3],[3,1],[3,3],[2,2]]
Output:
4
- Example 2:
Input:
[[1,1],[1,3],[3,1],[3,3],[4,1],[4,3]]
Output:
2
class Solution {
struct Point_Dng: Hashable{
var x: Int
var y: Int
init(_ x: Int, _ y: Int) {
self.x = x
self.y = y
}
var hashValue: Int{
return x * 100000 + y
}
static func == (_ lhs: Point_Dng, _ rhs: Point_Dng) -> Bool{
return lhs.x == rhs.x && lhs.y == rhs.y
}
}
func minAreaRect(_ points: [[Int]]) -> Int {
let points_new = points.map({ (point: [Int]) -> Point_Dng in
return Point_Dng(point[0], point[1])
})
let set = Set(points_new)
var ans = Int.max
for point in points{
for point_piece in points{
if point[0] != point_piece[0] , point[1] != point_piece[1] , set.contains(Point_Dng(point[0], point_piece[1])) ,set.contains(Point_Dng(point_piece[0], point[1])) {
ans = min(ans, abs((point_piece[1] - point[1] ) * (point_piece[0] - point[0])))
}
}
}
if ans == Int.max {
return 0
}
else{
return ans
}
}
}
Note:
1 <= points.length <= 500
0 <= points[i][0] <= 40000
0 <= points[i][1] <= 40000
All points are distinct.
According to LeetCode's note, I improved the hash performance.
I turned
var hashValue: Int{
return "(x)(y)".hashValue
}
into
var hashValue: Int{
return x * 100000 + y
}
because Swift's tuple is not hashable.
The prior one will lead to “Time Limit Exceeded”
How can I improve it further?
In fact I want to know is there something I missed in Swift.
Something out of my knowledge.
Because I did it simple.
programming-challenge swift
This is my solution to LeetCode – Minimum Area Rectangle in Swift
939. Minimum Area Rectangle
Given a set of points in the xy-plane, determine the minimum area of a rectangle formed from these points, with sides parallel to the x and y axes.
If there isn't any rectangle, return 0.
- Example 1:
Input:
[[1,1],[1,3],[3,1],[3,3],[2,2]]
Output:
4
- Example 2:
Input:
[[1,1],[1,3],[3,1],[3,3],[4,1],[4,3]]
Output:
2
class Solution {
struct Point_Dng: Hashable{
var x: Int
var y: Int
init(_ x: Int, _ y: Int) {
self.x = x
self.y = y
}
var hashValue: Int{
return x * 100000 + y
}
static func == (_ lhs: Point_Dng, _ rhs: Point_Dng) -> Bool{
return lhs.x == rhs.x && lhs.y == rhs.y
}
}
func minAreaRect(_ points: [[Int]]) -> Int {
let points_new = points.map({ (point: [Int]) -> Point_Dng in
return Point_Dng(point[0], point[1])
})
let set = Set(points_new)
var ans = Int.max
for point in points{
for point_piece in points{
if point[0] != point_piece[0] , point[1] != point_piece[1] , set.contains(Point_Dng(point[0], point_piece[1])) ,set.contains(Point_Dng(point_piece[0], point[1])) {
ans = min(ans, abs((point_piece[1] - point[1] ) * (point_piece[0] - point[0])))
}
}
}
if ans == Int.max {
return 0
}
else{
return ans
}
}
}
Note:
1 <= points.length <= 500
0 <= points[i][0] <= 40000
0 <= points[i][1] <= 40000
All points are distinct.
According to LeetCode's note, I improved the hash performance.
I turned
var hashValue: Int{
return "(x)(y)".hashValue
}
into
var hashValue: Int{
return x * 100000 + y
}
because Swift's tuple is not hashable.
The prior one will lead to “Time Limit Exceeded”
How can I improve it further?
In fact I want to know is there something I missed in Swift.
Something out of my knowledge.
Because I did it simple.
programming-challenge swift
programming-challenge swift
edited Nov 22 at 15:15
Vogel612♦
21.3k346128
21.3k346128
asked Nov 21 at 13:10
dengApro
142110
142110
add a comment |
add a comment |
1 Answer
1
active
oldest
votes
up vote
2
down vote
accepted
Naming
The meaning of some identifier names is hard to grasp:
- What does
Point_Dng
stand for? Why not simplyPoint
? - What is
point_piece
in the inner loop, and how is it different from
piece
from the outer loop?
set
is too generic, what does it contain?
ans
stands for “answer,” but actually contains the “minimal area” found so far.
Simplifications
As of Swift 4.2, the compiler automatically creates the required methods
for Equatable
and Hashable
conformance for a struct
if all its member
are Equatable
/Hashable
.
A struct
also has a default memberwise initializer if you don't define your
own.
The properties of a point are never mutated, so they can be declared as constants (with let
).
This makes the struct Point
as simple as
struct Point: Hashable {
let x: Int
let y: Int
}
The closure in
let points_new = points.map({ (point: [Int]) -> Point_Dng in
return Point_Dng(point[0], point[1])
})
can be simplified because the compiler can infer the argument type and the
return type automatically. Since the array is only needed for creating the
set, the assignments can be combined into one:
let pointSet = Set(points.map { point in Point(x: point[0], y: point[1]) })
Performance improvements
In the nested loop it suffices to consider only those pairs where one point
is the “lower left” and the other the “upper right” corner of a potential
rectangle. That reduces the number of tests, and makes the abs()
call
redundant.
Putting it together
The following version was roughly twice as fast in my tests with
random arrays of 500 points (on a 3.5 GHz Intel Core i5 iMac, compiled
in Release mode, i.e. with optimizations):
class Solution {
struct Point: Hashable {
let x: Int
let y: Int
}
func minAreaRect(_ points: [[Int]]) -> Int {
let pointSet = Set(points.map { point in Point(x: point[0], y: point[1]) })
var minArea = Int.max
for lowerLeft in points {
for upperRight in points {
if upperRight[0] > lowerLeft[0]
&& upperRight[1] > lowerLeft[1]
&& pointSet.contains(Point(x: lowerLeft[0], y: upperRight[1]))
&& pointSet.contains(Point(x: upperRight[0], y: lowerLeft[1])) {
let area = (upperRight[0] - lowerLeft[0]) * (upperRight[1] - lowerLeft[1])
minArea = min(minArea, area)
}
}
}
return minArea == Int.max ? 0 : minArea
}
}
Further suggestions
Sorting the point array in increasing order of x-coordinates would allow to
find “lower left/upper right” pairs faster, potentially increasing the
performance.
Design: ShouldminAreaRect(_:)
be a class/static function? Would a structSolution
be preferable to a class?
– Carpsen90
Nov 24 at 10:29
@Carpsen90: Generally yes, but the class and the instance method is given on the LeetCode problem page leetcode.com/problems/minimum-area-rectangle when you submit a solution in Swift.
– Martin R
Nov 24 at 10:50
add a comment |
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
2
down vote
accepted
Naming
The meaning of some identifier names is hard to grasp:
- What does
Point_Dng
stand for? Why not simplyPoint
? - What is
point_piece
in the inner loop, and how is it different from
piece
from the outer loop?
set
is too generic, what does it contain?
ans
stands for “answer,” but actually contains the “minimal area” found so far.
Simplifications
As of Swift 4.2, the compiler automatically creates the required methods
for Equatable
and Hashable
conformance for a struct
if all its member
are Equatable
/Hashable
.
A struct
also has a default memberwise initializer if you don't define your
own.
The properties of a point are never mutated, so they can be declared as constants (with let
).
This makes the struct Point
as simple as
struct Point: Hashable {
let x: Int
let y: Int
}
The closure in
let points_new = points.map({ (point: [Int]) -> Point_Dng in
return Point_Dng(point[0], point[1])
})
can be simplified because the compiler can infer the argument type and the
return type automatically. Since the array is only needed for creating the
set, the assignments can be combined into one:
let pointSet = Set(points.map { point in Point(x: point[0], y: point[1]) })
Performance improvements
In the nested loop it suffices to consider only those pairs where one point
is the “lower left” and the other the “upper right” corner of a potential
rectangle. That reduces the number of tests, and makes the abs()
call
redundant.
Putting it together
The following version was roughly twice as fast in my tests with
random arrays of 500 points (on a 3.5 GHz Intel Core i5 iMac, compiled
in Release mode, i.e. with optimizations):
class Solution {
struct Point: Hashable {
let x: Int
let y: Int
}
func minAreaRect(_ points: [[Int]]) -> Int {
let pointSet = Set(points.map { point in Point(x: point[0], y: point[1]) })
var minArea = Int.max
for lowerLeft in points {
for upperRight in points {
if upperRight[0] > lowerLeft[0]
&& upperRight[1] > lowerLeft[1]
&& pointSet.contains(Point(x: lowerLeft[0], y: upperRight[1]))
&& pointSet.contains(Point(x: upperRight[0], y: lowerLeft[1])) {
let area = (upperRight[0] - lowerLeft[0]) * (upperRight[1] - lowerLeft[1])
minArea = min(minArea, area)
}
}
}
return minArea == Int.max ? 0 : minArea
}
}
Further suggestions
Sorting the point array in increasing order of x-coordinates would allow to
find “lower left/upper right” pairs faster, potentially increasing the
performance.
Design: ShouldminAreaRect(_:)
be a class/static function? Would a structSolution
be preferable to a class?
– Carpsen90
Nov 24 at 10:29
@Carpsen90: Generally yes, but the class and the instance method is given on the LeetCode problem page leetcode.com/problems/minimum-area-rectangle when you submit a solution in Swift.
– Martin R
Nov 24 at 10:50
add a comment |
up vote
2
down vote
accepted
Naming
The meaning of some identifier names is hard to grasp:
- What does
Point_Dng
stand for? Why not simplyPoint
? - What is
point_piece
in the inner loop, and how is it different from
piece
from the outer loop?
set
is too generic, what does it contain?
ans
stands for “answer,” but actually contains the “minimal area” found so far.
Simplifications
As of Swift 4.2, the compiler automatically creates the required methods
for Equatable
and Hashable
conformance for a struct
if all its member
are Equatable
/Hashable
.
A struct
also has a default memberwise initializer if you don't define your
own.
The properties of a point are never mutated, so they can be declared as constants (with let
).
This makes the struct Point
as simple as
struct Point: Hashable {
let x: Int
let y: Int
}
The closure in
let points_new = points.map({ (point: [Int]) -> Point_Dng in
return Point_Dng(point[0], point[1])
})
can be simplified because the compiler can infer the argument type and the
return type automatically. Since the array is only needed for creating the
set, the assignments can be combined into one:
let pointSet = Set(points.map { point in Point(x: point[0], y: point[1]) })
Performance improvements
In the nested loop it suffices to consider only those pairs where one point
is the “lower left” and the other the “upper right” corner of a potential
rectangle. That reduces the number of tests, and makes the abs()
call
redundant.
Putting it together
The following version was roughly twice as fast in my tests with
random arrays of 500 points (on a 3.5 GHz Intel Core i5 iMac, compiled
in Release mode, i.e. with optimizations):
class Solution {
struct Point: Hashable {
let x: Int
let y: Int
}
func minAreaRect(_ points: [[Int]]) -> Int {
let pointSet = Set(points.map { point in Point(x: point[0], y: point[1]) })
var minArea = Int.max
for lowerLeft in points {
for upperRight in points {
if upperRight[0] > lowerLeft[0]
&& upperRight[1] > lowerLeft[1]
&& pointSet.contains(Point(x: lowerLeft[0], y: upperRight[1]))
&& pointSet.contains(Point(x: upperRight[0], y: lowerLeft[1])) {
let area = (upperRight[0] - lowerLeft[0]) * (upperRight[1] - lowerLeft[1])
minArea = min(minArea, area)
}
}
}
return minArea == Int.max ? 0 : minArea
}
}
Further suggestions
Sorting the point array in increasing order of x-coordinates would allow to
find “lower left/upper right” pairs faster, potentially increasing the
performance.
Design: ShouldminAreaRect(_:)
be a class/static function? Would a structSolution
be preferable to a class?
– Carpsen90
Nov 24 at 10:29
@Carpsen90: Generally yes, but the class and the instance method is given on the LeetCode problem page leetcode.com/problems/minimum-area-rectangle when you submit a solution in Swift.
– Martin R
Nov 24 at 10:50
add a comment |
up vote
2
down vote
accepted
up vote
2
down vote
accepted
Naming
The meaning of some identifier names is hard to grasp:
- What does
Point_Dng
stand for? Why not simplyPoint
? - What is
point_piece
in the inner loop, and how is it different from
piece
from the outer loop?
set
is too generic, what does it contain?
ans
stands for “answer,” but actually contains the “minimal area” found so far.
Simplifications
As of Swift 4.2, the compiler automatically creates the required methods
for Equatable
and Hashable
conformance for a struct
if all its member
are Equatable
/Hashable
.
A struct
also has a default memberwise initializer if you don't define your
own.
The properties of a point are never mutated, so they can be declared as constants (with let
).
This makes the struct Point
as simple as
struct Point: Hashable {
let x: Int
let y: Int
}
The closure in
let points_new = points.map({ (point: [Int]) -> Point_Dng in
return Point_Dng(point[0], point[1])
})
can be simplified because the compiler can infer the argument type and the
return type automatically. Since the array is only needed for creating the
set, the assignments can be combined into one:
let pointSet = Set(points.map { point in Point(x: point[0], y: point[1]) })
Performance improvements
In the nested loop it suffices to consider only those pairs where one point
is the “lower left” and the other the “upper right” corner of a potential
rectangle. That reduces the number of tests, and makes the abs()
call
redundant.
Putting it together
The following version was roughly twice as fast in my tests with
random arrays of 500 points (on a 3.5 GHz Intel Core i5 iMac, compiled
in Release mode, i.e. with optimizations):
class Solution {
struct Point: Hashable {
let x: Int
let y: Int
}
func minAreaRect(_ points: [[Int]]) -> Int {
let pointSet = Set(points.map { point in Point(x: point[0], y: point[1]) })
var minArea = Int.max
for lowerLeft in points {
for upperRight in points {
if upperRight[0] > lowerLeft[0]
&& upperRight[1] > lowerLeft[1]
&& pointSet.contains(Point(x: lowerLeft[0], y: upperRight[1]))
&& pointSet.contains(Point(x: upperRight[0], y: lowerLeft[1])) {
let area = (upperRight[0] - lowerLeft[0]) * (upperRight[1] - lowerLeft[1])
minArea = min(minArea, area)
}
}
}
return minArea == Int.max ? 0 : minArea
}
}
Further suggestions
Sorting the point array in increasing order of x-coordinates would allow to
find “lower left/upper right” pairs faster, potentially increasing the
performance.
Naming
The meaning of some identifier names is hard to grasp:
- What does
Point_Dng
stand for? Why not simplyPoint
? - What is
point_piece
in the inner loop, and how is it different from
piece
from the outer loop?
set
is too generic, what does it contain?
ans
stands for “answer,” but actually contains the “minimal area” found so far.
Simplifications
As of Swift 4.2, the compiler automatically creates the required methods
for Equatable
and Hashable
conformance for a struct
if all its member
are Equatable
/Hashable
.
A struct
also has a default memberwise initializer if you don't define your
own.
The properties of a point are never mutated, so they can be declared as constants (with let
).
This makes the struct Point
as simple as
struct Point: Hashable {
let x: Int
let y: Int
}
The closure in
let points_new = points.map({ (point: [Int]) -> Point_Dng in
return Point_Dng(point[0], point[1])
})
can be simplified because the compiler can infer the argument type and the
return type automatically. Since the array is only needed for creating the
set, the assignments can be combined into one:
let pointSet = Set(points.map { point in Point(x: point[0], y: point[1]) })
Performance improvements
In the nested loop it suffices to consider only those pairs where one point
is the “lower left” and the other the “upper right” corner of a potential
rectangle. That reduces the number of tests, and makes the abs()
call
redundant.
Putting it together
The following version was roughly twice as fast in my tests with
random arrays of 500 points (on a 3.5 GHz Intel Core i5 iMac, compiled
in Release mode, i.e. with optimizations):
class Solution {
struct Point: Hashable {
let x: Int
let y: Int
}
func minAreaRect(_ points: [[Int]]) -> Int {
let pointSet = Set(points.map { point in Point(x: point[0], y: point[1]) })
var minArea = Int.max
for lowerLeft in points {
for upperRight in points {
if upperRight[0] > lowerLeft[0]
&& upperRight[1] > lowerLeft[1]
&& pointSet.contains(Point(x: lowerLeft[0], y: upperRight[1]))
&& pointSet.contains(Point(x: upperRight[0], y: lowerLeft[1])) {
let area = (upperRight[0] - lowerLeft[0]) * (upperRight[1] - lowerLeft[1])
minArea = min(minArea, area)
}
}
}
return minArea == Int.max ? 0 : minArea
}
}
Further suggestions
Sorting the point array in increasing order of x-coordinates would allow to
find “lower left/upper right” pairs faster, potentially increasing the
performance.
answered Nov 21 at 19:55
Martin R
15.4k12264
15.4k12264
Design: ShouldminAreaRect(_:)
be a class/static function? Would a structSolution
be preferable to a class?
– Carpsen90
Nov 24 at 10:29
@Carpsen90: Generally yes, but the class and the instance method is given on the LeetCode problem page leetcode.com/problems/minimum-area-rectangle when you submit a solution in Swift.
– Martin R
Nov 24 at 10:50
add a comment |
Design: ShouldminAreaRect(_:)
be a class/static function? Would a structSolution
be preferable to a class?
– Carpsen90
Nov 24 at 10:29
@Carpsen90: Generally yes, but the class and the instance method is given on the LeetCode problem page leetcode.com/problems/minimum-area-rectangle when you submit a solution in Swift.
– Martin R
Nov 24 at 10:50
Design: Should
minAreaRect(_:)
be a class/static function? Would a struct Solution
be preferable to a class?– Carpsen90
Nov 24 at 10:29
Design: Should
minAreaRect(_:)
be a class/static function? Would a struct Solution
be preferable to a class?– Carpsen90
Nov 24 at 10:29
@Carpsen90: Generally yes, but the class and the instance method is given on the LeetCode problem page leetcode.com/problems/minimum-area-rectangle when you submit a solution in Swift.
– Martin R
Nov 24 at 10:50
@Carpsen90: Generally yes, but the class and the instance method is given on the LeetCode problem page leetcode.com/problems/minimum-area-rectangle when you submit a solution in Swift.
– Martin R
Nov 24 at 10:50
add a comment |
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