Generate a Bounded Cumulative Measure - powerbi

I'm trying to replicate an Excel sheet with a simple conditional in a cumulative formula using Power BI
In Excel, this is easily handled to generate
some_param 1
bound_min 0
bound_max 10
measure1 = raw_data1 - raw_data2 +some_param
bounded_cumulative = if cumulative < bound_min then bound_min else
if cumulative > bound_max then bound_max else
cumulative
date raw_data1 raw_data2 measure1 bounded_cumulative
1/01/2022 7 9 -1 0 (-1 < bound_min = 0)
2/01/2022 5 1 5 5 (0 + 5 = 5)
3/01/2022 1 10 -8 0 (5 - 8 < bound_min = 0)
4/01/2022 9 9 1 1 (0 + 1 = 1)
5/01/2022 7 8 0 1 (1 + 0 = 1)
6/01/2022 10 2 9 10 (1 + 9 = 10)
7/01/2022 9 6 4 10 (10 + 4 > bound_max = 10)
8/01/2022 6 5 2 10 (10 + 2 > bound_max = 10)
9/01/2022 4 10 -5 5 (10 - 5 = 5)
10/01/2022 4 4 1 6 (.............
11/01/2022 10 6 5 10
12/01/2022 9 1 9 10
13/01/2022 4 1 4 10
14/01/2022 9 4 6 10
Cumulative is only increased or decreased if it is between the bounds. Anything outside the bounds is ignored.
In Power BI DAX I've got
bounded_cumulative =
VAR cumulative = [cumulative]
VAR MaxBound = [bound_max Value]
VAR MinBound = [bound_min Value]
RETURN
IF (
cumulative <= MinBound,
MinBound,
IF ( cumulative >= MaxBound, MaxBound, cumulative )
)
Which almost what I'm after.
Sample Excel sheet and Power BI Report here

Related

Subtracting values based on a index column and using a condition in the same column in DAX

I've a lot of material on Stack about this, but i'm still not able to reproduce it.
Sample data set.
Asset
Value
Index
A
10
1
B
15
1
C
20
1
A
11
2
B
17
2
C
24
2
A
18
3
B
25
3
C
30
3
What i want to do is, subtract the Asset values individually based on the index column.
Ex:
Asset A [1] -> 10
Asset A [2] -> 11
11 - 10 = 1
So the table would be like this.
Asset
Value
Index
Diff
A
10
1
0
B
15
1
0
C
20
1
0
A
11
2
1
B
17
2
2
C
24
2
4
A
18
3
7
B
25
3
8
C
30
3
6
This need's to be done using DAX.
Can you guys help me ?
Best Regards!
I just did this and it worked.
Diff =
var Assets = 'Table'[Asset]
var Ind = 'Table'[Index] - 1
Return
IF(Ind = -1, 0, 'Table'[Value] - CALCULATE(SUM('Table'[Value]),FILTER('Table','Table'[Asset] = Assets && 'Table'[Index] = Ind)))

Is it possible to efficiently compute A % B without having to compute A / B?

I'm writing a multi-precision library in C++, using a base of 2^64, and currently I'm working on the mod operation. I'm using Algorithm D described in Donald E. Knuth's 1998 edition of "The Art Of Computer Programming" Vol. 2, Section 4.3.1, for division, which yields a quotient and a remainder. For the mod operation, I'm performing a division, throwing away the quotient in the end. Although Knuth's Algorithm D is very fast if implemented in C++ with some ASM enhancements for the partial division and the concurrent multi-precision multiplication/subtraction in each step, I'm not sure if there is a better way, since throwing away a painstakingly computed result doesn't seem efficient to me.
Unfortunately, it's not possible to get rid of the partial division in Algorithm D, because the partial quotient is required to compute the remainder, by subtracting the product of the partial quotient and the divisor from the dividend iteratively.
I've searched the Internet for alternative solutions, and found the influential papers written by Paul Barrett and Peter L. Montgomery. However, the fancy tricks they use seem to pay off only if lots of mod operations are performed in a row with the same modulus, since they involve heavy precomputations. This is the case in complex operations like modular exponentiation, where the mod of several squares and products is required for a single modulus. Barrett starts with the basic definition of the remainder, r = a - b * (a / b), and changes the division to a multiplication with the reciprocal of b. Then he presents an efficient way to compute this multiplication, which pays off if the reciprocal is computed once for several similar computations. Montgomery transforms the operands into a completely different residue system, where modular arithmetic is cheap, but for the price of transformations to and fro.
Additionally, Both algorithms introduce some restrictions, which need to be met for correct operation. Montgomery, for instance, usually requires the operands to be odd, which is the case in RSA calculations with primes, but which cannot be assumed in the general case. Outside these restrictions, even more overhead for normalizations is required.
So what I need, is an efficient one-shot mod function without overhead and special restrictions. Hence my question is: Is it possible to compute a remainder without computing the quotient in the first place, in a way that is more efficient than division?
One suggestion would be to write a simple function that would calculate A%B=C and store the A, B and C values into an array, then store all the results into a vector. Then print them out to see the relationships of all of the inputs and output values.
There is one thing that can be done to simplify some of this work and that is to know some of the properties of the mod function. These two statements will help you out with the function.
0 mod N = 0
N mod 0 = undefined
Since 0 mod N = 0 we can put a test case for A and if it is 0 we can just use that to populate our array. Likewise if B = 0 we can populate our array's C value with -1 just to represent undefined because you can not perform A mod 0 as the compilation will fail due to division by 0.
I wrote this function to do just that; then I run it through a loop for both A & B from [0,15].
#include <array>
#include <vector>
#include <iostream>
std::array<int, 3> calculateMod(int A, int B) {
std::array<int, 3 > res;
if (A == 0) {
res = std::array<int, 3>{ 0, B, 0 };
}
else if (B == 0) {
res = std::array<int, 3>{ A, 0, -1 };
}
else {
res = std::array<int, 3>{ A, B, A%B };
}
return res;
}
int main() {
std::vector<std::array<int, 3>> results;
int N = 15;
for (int A = 0; A <= N; A++) {
for (int B = 0; B <= N; B++) {
results.push_back(calculateMod(A, B));
}
}
// Now print out the results in a table form:
int i = 0; // Index for formatting output
for (auto& res : results) {
std::cout << res[0] << " % " << res[1] << " = " << res[2] << '\n';
// just for formatting output data to make it easier to read.
i++;
if ( i > N ) {
std::cout << '\n';
i = 0;
}
}
return 0;
}
Here is it's output:
0 % 0 = 0
0 % 1 = 0
0 % 2 = 0
0 % 3 = 0
0 % 4 = 0
0 % 5 = 0
0 % 6 = 0
0 % 7 = 0
0 % 8 = 0
0 % 9 = 0
0 % 10 = 0
0 % 11 = 0
0 % 12 = 0
0 % 13 = 0
0 % 14 = 0
0 % 15 = 0
1 % 0 = -1
1 % 1 = 0
1 % 2 = 1
1 % 3 = 1
1 % 4 = 1
1 % 5 = 1
1 % 6 = 1
1 % 7 = 1
1 % 8 = 1
1 % 9 = 1
1 % 10 = 1
1 % 11 = 1
1 % 12 = 1
1 % 13 = 1
1 % 14 = 1
1 % 15 = 1
2 % 0 = -1
2 % 1 = 0
2 % 2 = 0
2 % 3 = 2
2 % 4 = 2
2 % 5 = 2
2 % 6 = 2
2 % 7 = 2
2 % 8 = 2
2 % 9 = 2
2 % 10 = 2
2 % 11 = 2
2 % 12 = 2
2 % 13 = 2
2 % 14 = 2
2 % 15 = 2
3 % 0 = -1
3 % 1 = 0
3 % 2 = 1
3 % 3 = 0
3 % 4 = 3
3 % 5 = 3
3 % 6 = 3
3 % 7 = 3
3 % 8 = 3
3 % 9 = 3
3 % 10 = 3
3 % 11 = 3
3 % 12 = 3
3 % 13 = 3
3 % 14 = 3
3 % 15 = 3
4 % 0 = -1
4 % 1 = 0
4 % 2 = 0
4 % 3 = 1
4 % 4 = 0
4 % 5 = 4
4 % 6 = 4
4 % 7 = 4
4 % 8 = 4
4 % 9 = 4
4 % 10 = 4
4 % 11 = 4
4 % 12 = 4
4 % 13 = 4
4 % 14 = 4
4 % 15 = 4
5 % 0 = -1
5 % 1 = 0
5 % 2 = 1
5 % 3 = 2
5 % 4 = 1
5 % 5 = 0
5 % 6 = 5
5 % 7 = 5
5 % 8 = 5
5 % 9 = 5
5 % 10 = 5
5 % 11 = 5
5 % 12 = 5
5 % 13 = 5
5 % 14 = 5
5 % 15 = 5
6 % 0 = -1
6 % 1 = 0
6 % 2 = 0
6 % 3 = 0
6 % 4 = 2
6 % 5 = 1
6 % 6 = 0
6 % 7 = 6
6 % 8 = 6
6 % 9 = 6
6 % 10 = 6
6 % 11 = 6
6 % 12 = 6
6 % 13 = 6
6 % 14 = 6
6 % 15 = 6
7 % 0 = -1
7 % 1 = 0
7 % 2 = 1
7 % 3 = 1
7 % 4 = 3
7 % 5 = 2
7 % 6 = 1
7 % 7 = 0
7 % 8 = 7
7 % 9 = 7
7 % 10 = 7
7 % 11 = 7
7 % 12 = 7
7 % 13 = 7
7 % 14 = 7
7 % 15 = 7
8 % 0 = -1
8 % 1 = 0
8 % 2 = 0
8 % 3 = 2
8 % 4 = 0
8 % 5 = 3
8 % 6 = 2
8 % 7 = 1
8 % 8 = 0
8 % 9 = 8
8 % 10 = 8
8 % 11 = 8
8 % 12 = 8
8 % 13 = 8
8 % 14 = 8
8 % 15 = 8
9 % 0 = -1
9 % 1 = 0
9 % 2 = 1
9 % 3 = 0
9 % 4 = 1
9 % 5 = 4
9 % 6 = 3
9 % 7 = 2
9 % 8 = 1
9 % 9 = 0
9 % 10 = 9
9 % 11 = 9
9 % 12 = 9
9 % 13 = 9
9 % 14 = 9
9 % 15 = 9
10 % 0 = -1
10 % 1 = 0
10 % 2 = 0
10 % 3 = 1
10 % 4 = 2
10 % 5 = 0
10 % 6 = 4
10 % 7 = 3
10 % 8 = 2
10 % 9 = 1
10 % 10 = 0
10 % 11 = 10
10 % 12 = 10
10 % 13 = 10
10 % 14 = 10
10 % 15 = 10
11 % 0 = -1
11 % 1 = 0
11 % 2 = 1
11 % 3 = 2
11 % 4 = 3
11 % 5 = 1
11 % 6 = 5
11 % 7 = 4
11 % 8 = 3
11 % 9 = 2
11 % 10 = 1
11 % 11 = 0
11 % 12 = 11
11 % 13 = 11
11 % 14 = 11
11 % 15 = 11
12 % 0 = -1
12 % 1 = 0
12 % 2 = 0
12 % 3 = 0
12 % 4 = 0
12 % 5 = 2
12 % 6 = 0
12 % 7 = 5
12 % 8 = 4
12 % 9 = 3
12 % 10 = 2
12 % 11 = 1
12 % 12 = 0
12 % 13 = 12
12 % 14 = 12
12 % 15 = 12
13 % 0 = -1
13 % 1 = 0
13 % 2 = 1
13 % 3 = 1
13 % 4 = 1
13 % 5 = 3
13 % 6 = 1
13 % 7 = 6
13 % 8 = 5
13 % 9 = 4
13 % 10 = 3
13 % 11 = 2
13 % 12 = 1
13 % 13 = 0
13 % 14 = 13
13 % 15 = 13
14 % 0 = -1
14 % 1 = 0
14 % 2 = 0
14 % 3 = 2
14 % 4 = 2
14 % 5 = 4
14 % 6 = 2
14 % 7 = 0
14 % 8 = 6
14 % 9 = 5
14 % 10 = 4
14 % 11 = 3
14 % 12 = 2
14 % 13 = 1
14 % 14 = 0
14 % 15 = 14
15 % 0 = -1
15 % 1 = 0
15 % 2 = 1
15 % 3 = 0
15 % 4 = 3
15 % 5 = 0
15 % 6 = 3
15 % 7 = 1
15 % 8 = 7
15 % 9 = 6
15 % 10 = 5
15 % 11 = 4
15 % 12 = 3
15 % 13 = 2
15 % 14 = 1
15 % 15 = 0
From the data above we can see that if A == B the result will be 0. We can also see that if B > A then B == A. Finally we can see that there are patterns between odd and even values of A while B < A. If you can understand these patterns then most of it becomes algebraic manipulation. From here the next step would be to create an algorithm that would take all of this data and convert it to its binary equivalence.
I chose the value of N above as 15 for a reason. This is due to the binary representation of all the possible combinations of binary digits before they repeat again. We know that a single byte of data is 8 bits; we know that the values from [0,15] will fit into half of that; for example:
binary byte: hex decimal
0000 0000 0x00 0
...
0000 1111 0xFF 15
After these 15 different sequences of 0s and 1s these patterns will repeat. So by taking the table above you can convert these into binary representations. Now once you examine the representations of A & B inputs with their C outputs in binary and understand the 3 properties of the results that I had mentioned above; you should be able to design an algorithm to quickly compute the modulo of any A B combination quite easily. One trick to remember is that there are 3 other things to take into consideration. The first is what user eerokia had stated:
"In particular, modulo with a power of 2 can be replaced by a bitwise operations."
The next beyond that is are the values even or odd as the even and odd cases do present different patters of A mod B when B < A.
I have give you some tools of information to start out on, but the rest I'll leave up to you including the task of converting the A, B, and C values into their binary representations.
Once you know the binary patterns of both the A and B inputs according to their C outputs and you understand the truth tables of the logical gates - operators such as And - &, Or - |, Nand - (!&), Nor - (!|), Xor - ^ Xnor - (!^) and Not - ! as well as the compliment (~). You should be able to design your algorithm with efficiency.

How modulus operation works in C++? [closed]

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Why do I get this output: 0 1 2 3 0 1 2 3 0 1 after running the code below? Doesn't the modulus operation finds the remainder after division of one number by another?
#include <iostream>
using namespace std;
int main ()
{
for (int i=0; i< 10; ++i)
cout << i % 4 << " ";
}
The answer is correct. '%' mean "reminder". The % operator is remainder operator. The A % B operator actually answer the question “If I divided A by B using integer arithmetic, what would the remainder be?”
dividend = quotient * divisor + remainder
0 % 4 = 0
1 % 4 = 1
2 % 4 = 2
3 % 4 = 3
4 % 4 = 0
5 % 4 = 1
.....
etc..
For negative number...
1 % (-4) = 1
(-2) % 4 = -2
(-3) % (-4) = -3
With a remainder operator, the sign of the result is the same as the sign of the dividend
you can read more at What's the difference between “mod” and “remainder”?
Yes, that's how modulus works. The output is correct.
0 % 4 = 0
1 % 4 = 1
2 % 4 = 2
3 % 4 = 3
4 % 4 = 0
5 % 4 = 1
...
Take the number, remove as many 4's as you can. Whatever is left over is the modulus.
It does.0 / 4 = 0 remainder 01 / 4 = 0 remainder 1and so on.
Modulus operator returns the remainder after dividing the first number with the second one.
0 % 4 = 0
1 % 4 = 1
2 % 4 = 2
3 % 4 = 3
4 % 4 = 0
5 % 4 = 1
6 % 4 = 2
7 % 4 = 3
8 % 4 = 0
9 % 4 = 1

Codechef is rejecting my solution

I am newbie on codechef and i was trying to solve the following question however my code runs fine on my machine, i also tested it with some cases.
Question is as follows :-
In Byteland it is always the military officer's main worry to order his soldiers on parade correctly. Luckily, ordering soldiers is not really such a problem. If a platoon consists of n men, all of them have different rank (from 1 - lowest to n - highest) and on parade they should be lined up from left to right in increasing order of rank.
Sounds simple, doesn't it? Well, Sgt Johnny thought the same, until one day he was faced with a new command. He soon discovered that his elite commandos preferred to do the fighting, and leave the thinking to their superiors. So, when at the first rollcall the soldiers lined up in fairly random order it was not because of their lack of discipline, but simply because they couldn't work out how to form a line in correct order of ranks. Sgt Johnny was not at all amused, particularly as he soon found that none of the soldiers even remembered his own rank. Over the years of service every soldier had only learned which of the other soldiers were his superiors. But Sgt Johnny was not a man to give up easily when faced with a true military challenge. After a moment's thought a solution of brilliant simplicity struck him and he issued the following order: "men, starting from the left, one by one, do: (step forward; go left until there is no superior to the left of you; get back in line).". This did indeed get the men sorted in a few minutes. The problem was solved... for the time being.
The next day, the soldiers came in exactly the same order as the day before, and had to be rearranged using the same method. History repeated. After some weeks, Sgt Johnny managed to force each of his soldiers to remember how many men he passed when going left, and thus make the sorting process even faster.
If you know how many positions each man has to walk to the left, can you try to find out what order of ranks the soldiers initially line up in?
Input
The first line of input contains an integer t<=50, the number of test cases. It is followed by t test cases, each consisting of 2 lines. The first line contains a single integer n (1<=n<=200000). The second line contains n space separated integers wi, denoting how far the i-th soldier in line must walk to the left when applying Sgt Johnny's algorithm.
Output
For each test case, output a single line consisting of n space separated integers - the ranks of the soldiers, given from left to right in their initial arrangement.
Example
Input:
2
3
0 1 0
5
0 1 2 0 1
Output:
2 1 3
3 2 1 5 4
Warning: large Input/Output data, be careful with certain languages
#include <iostream>
#include <string.h>
using namespace std;
int main ()
{
int t,n;
cin >> t;
while(t>0){
cin >> n;
int array[n+1];
int stepsmoved,i;
for(i = 1; i <= n; i++){
array[i] = i;
}
for(i = 1; i <=n; i++){
cin >> stepsmoved;
if(stepsmoved == 0){}
else{
int x;
x = array[i];
for (int j = i; j> i- stepsmoved; j--){
array[j] = array[j-1];
}
array[i-stepsmoved] = x;
}
}
for(i = 1; i <= n; i++){
cout<<array[i]<<" ";
}
cout<<endl;
t--;
}
return 0;
}
So is there something logically or syntactically wrong?
The order of 'unwinding' the sorting is relevant.
Here is the code that demonstrates the statement above (the ranks are 1-based, the 1 - is highest, 10 - is lowest, array indices are 0-based):
#include <stdio.h>
void dump(int *a) {
int i;
for (i = 0; i < 10; i++)
printf("%d ", a[i]);
printf("\n");
}
int main() {
int array[10] = {0}, steps[10] = {0};
int i,j;
srand(0);
// Assign ranks in random order
for (i = 0; i < 10;) {
j = rand() % 10;
if (!array[j])
array[j] = ++i;
}
dump(array);
// Sort according to the Sgt Johnny's initial idea
for (i = 1; i < 10; i++) {
for (j = 0; array[j] < array[i]; j++);
if (j < i) {
int k, temp = array[i];
for (k = i; k > j; k--) {
array[k] = array[k-1];
steps[temp-1]++;
}
array[j] = temp;
dump(array);
}
}
printf("Steps:\n");
dump(steps);
printf("\n");
// reconstruct the origina order
#if 1
for (i = 10-1; i >= 0; i--)
#else
for (i = 0; i < 10; i++)
#endif
{
int s = steps[array[i]-1];
for (j = i; s; s--, j++) {
int temp = array[j];
array[j] = array[j+1];
array[j+1] = temp;
}
dump(array);
}
}
If the reconstruction is done in reverse order, then we get a sequence that matches original:
8 7 5 1 10 4 2 3 9 6
7 8 5 1 10 4 2 3 9 6
5 7 8 1 10 4 2 3 9 6
1 5 7 8 10 4 2 3 9 6
1 4 5 7 8 10 2 3 9 6
1 2 4 5 7 8 10 3 9 6
1 2 3 4 5 7 8 10 9 6
1 2 3 4 5 7 8 9 10 6
1 2 3 4 5 6 7 8 9 10
Steps:
3 5 5 4 2 4 1 0 1 0
1 2 3 4 5 6 7 8 9 10
1 2 3 4 5 6 7 8 10 9
1 2 3 4 5 6 7 8 10 9
1 2 3 4 5 6 8 7 10 9
1 2 3 4 5 8 7 10 9 6
1 2 3 4 8 7 5 10 9 6
1 2 3 8 7 5 10 4 9 6
1 2 8 7 5 10 4 3 9 6
1 8 7 5 10 4 2 3 9 6
8 7 5 1 10 4 2 3 9 6
Otherwise, the reconstructed order does not match the original:
8 7 5 1 10 4 2 3 9 6
7 8 5 1 10 4 2 3 9 6
5 7 8 1 10 4 2 3 9 6
1 5 7 8 10 4 2 3 9 6
1 4 5 7 8 10 2 3 9 6
1 2 4 5 7 8 10 3 9 6
1 2 3 4 5 7 8 10 9 6
1 2 3 4 5 7 8 9 10 6
1 2 3 4 5 6 7 8 9 10
Steps:
3 5 5 4 2 4 1 0 1 0
2 3 4 1 5 6 7 8 9 10
2 4 1 5 6 7 3 8 9 10
2 4 5 6 7 1 3 8 9 10
2 4 5 7 1 3 8 6 9 10
2 4 5 7 3 8 6 1 9 10
2 4 5 7 3 8 6 1 9 10
2 4 5 7 3 8 1 9 10 0
2 4 5 7 3 8 1 10 9 0
2 4 5 7 3 8 1 10 0 9
2 4 5 7 3 8 1 10 0 6

Hexagon grid - paths incorrect

I am writing a program that uses a hexagon map (obviously in the output seen below it appears as a square, but the numbers will make sense for a hexagon shape) to generate a path from a certain point. 0 indicates the goal, -2 indicates an off limits section, and any other number indicates a distance from that spot to the goal (0). I've written 6 functions to populate surrounding neighbors. These functions feed into another function that populates the map.. or is supposed to. I find with certain inputs, the map population goes awry on the left portion. I've done a desk check and can't figure out why. Any fresh eyes would help greatly, I've been looking at this for some time:
struct Point {
int r;
int c;
};
Queue <Point> q;
Point getNeighbors1(int r, int c) {
int n1r, n1c;
if (r < (ROW-1) ) {
n1r = r+1;
n1c = c;
Point neighborLoc1;
neighborLoc1.r = n1r;
neighborLoc1.c = n1c;
return neighborLoc1;
}
}
Point getNeighbors2(int r, int c) {
int n2r, n2c;
if (r > 0) {
n2r = r-1;
n2c = c;
Point neighborLoc2;
neighborLoc2.r = n2r;
neighborLoc2.c = n2c;
return neighborLoc2;
}
}
Point g
etNeighbors3(int r, int c) {
int n3r, n3c;
if (c < (COL-1) ) {
n3r = r;
n3c = c+1;
Point neighborLoc3;
neighborLoc3.r = n3r;
neighborLoc3.c = n3c;
return neighborLoc3;
}
}
Point getNeighbors4(int r, int c) {
int n4r, n4c;
if (c > 0) {
n4r = r;
n4c = c-1;
Point neighborLoc4;
neighborLoc4.r = n4r;
neighborLoc4.c = n4c;
return neighborLoc4;
}
}
Point getNeighbors5(int r, int c) {
int n5r, n5c;
if (c % 2 == 0) {
if (r > 0 && c < COL-1 ) {
n5r = r-1;
n5c = c+1;
Point neighborLoc5;
neighborLoc5.r = n5r;
neighborLoc5.c = n5c;
return neighborLoc5;
}
}
else {
if (r < (ROW-1) && c < (COL-1) ) {
n5r = r+1;
n5c = c+1;
Point neighborLoc5;
neighborLoc5.r = n5r;
neighborLoc5.c = n5c;
return neighborLoc5;
}
}
}
Point getNeighbors6(int r, int c) {
int n6r, n6c;
if (c % 2 == 0) {
if (r > 0 && c > 0) {
n6r = r-1;
n6c = c-1;
Point neighborLoc6;
neighborLoc6.r = n6r;
neighborLoc6.c = n6c;
return neighborLoc6;
}
}
else {
if (r < (ROW-1) && c > 0) {
n6r = r+1;
n6c = c-1;
Point neighborLoc6;
neighborLoc6.r = n6r;
neighborLoc6.c = n6c;
return neighborLoc6;
}
}
}
//populate grid
void numberScheme (Queue<Point> pQ, int map[ROW][COL]) {
while (!pQ.isEmpty()) {
Point p = pQ.dequeue();
Point n1 = getNeighbors1(p.r, p.c);
if (map[n1.r][n1.c] == -1) {
map[n1.r][n1.c] = map[p.r][p.c] + 1;
pQ.enqueue(n1);
}
Point n2 = getNeighbors2(p.r, p.c);
if (map[n2.r][n2.c] == -1) {
map[n2.r][n2.c] = map[p.r][p.c] + 1;
pQ.enqueue(n2);
}
Point n3 = getNeighbors3(p.r, p.c);
if (map[n3.r][n3.c] == -1) {
map[n3.r][n3.c] = map[p.r][p.c] + 1;
pQ.enqueue(n3);
}
Point n4 = getNeighbors4(p.r, p.c);
if (map[n4.r][n4.c] == -1) {
map[n4.r][n4.c] = map[p.r][p.c] + 1;
pQ.enqueue(n4);
}
Point n5 = getNeighbors5(p.r, p.c);
if (map[n5.r][n5.c] == -1) {
map[n5.r][n5.c] = map[p.r][p.c] + 1;
pQ.enqueue(n5);
}
Point n6 = getNeighbors6(p.r, p.c);
if (map[n6.r][n6.c] == -1) {
map[n6.r][n6.c] = map[p.r][p.c] + 1;
pQ.enqueue(n6);
}
}
}
some example input: goal is at (12, 12), off limits cell: (1, 19). And I get this mess:
9 9 10 11 12 13 14 14 14 13 13 12 12 12 13 13 14 14 15 15
8 9 10 11 12 13 14 13 13 12 12 11 11 11 12 12 13 13 14 -2
9 10 10 11 12 13 13 12 12 11 11 10 10 10 11 11 12 12 13 13
10 11 11 12 12 12 12 11 11 10 10 9 9 9 10 10 11 11 12 12
11 12 12 12 12 11 11 10 10 9 9 8 8 8 9 9 10 10 11 11
11 11 12 11 11 10 10 9 9 8 8 7 7 7 8 8 9 9 10 10
10 10 11 10 10 9 9 8 8 7 7 6 6 6 7 7 8 8 9 9
9 9 10 9 9 8 8 7 7 6 6 5 5 5 6 6 7 7 8 8
8 9 10 9 8 7 7 6 6 5 5 4 4 4 5 5 6 6 7 7
8 9 10 9 8 7 6 5 5 4 4 3 3 3 4 4 5 5 6 7
8 9 10 9 8 7 6 5 4 3 3 2 2 2 3 3 4 5 6 7
8 9 10 9 8 7 6 5 4 3 2 1 1 1 2 3 4 5 6 7
8 9 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7
8 9 10 9 8 7 6 5 4 3 2 2 1 2 2 3 4 5 6 7
8 9 10 9 8 7 6 5 4 4 3 3 2 3 3 4 4 5 6 7
8 9 10 9 8 7 6 6 5 5 4 4 3 4 4 5 5 6 6 7
9 10 10 9 8 8 7 7 6 6 5 5 4 5 5 6 6 7 7 8
10 10 10 10 9 9 8 8 7 7 6 6 5 6 6 7 7 8 8 9
9 9 10 11 10 10 9 9 8 8 7 7 6 7 7 8 8 9 9 10
8 9 10 11 11 11 10 10 9 9 8 8 7 8 8 9 9 10 10 11
It looks like the way you're calculating directions is off. You would probably do well to name them, instead of getNeighborsx, to getNorthNeighbor, getSouthNeighbor, getNortheastNeighbor, getSouthwestNeighbor, getNorthwestNeighbor, getSoutheastNeighbor, as that would make it easy to identify which functions are doing what and why they might not be behaving as expected.
When I made a hexagonal grid, I defined directions like this:
enum direction {
north, south, northeast, southwest, northwest, southeast
};
And I got relative points from a direction like this:
point point::getRelativePoint(const direction & d) const {
switch (d) {
case north: return point(x + 1, y); //North and south are defined along the X axis, for our purposes
case south: return point(x - 1, y);
case northeast: return point(x, y + 1); //Northeast and Southwest are defined along the Y axis
case southwest: return point(x, y - 1);
case southeast: return point(x - 1, y + 1); //Northwest and Southeast can be defined by adding together other directions: Northwest is North + Southwest, and Southeast is South + Northeast.
case northwest: return point(x + 1, y - 1);
}
}
Your getNeighbors5 and getNeighbors6 functions are what I believe are at fault, because they change direction based on suspect criteria:
Point getNeighbors5(int r, int c) {
int n5r, n5c;
if (c % 2 == 0) {
if (r > 0 && c < COL-1 ) {
n5r = r-1;
n5c = c+1;
Point neighborLoc5;
neighborLoc5.r = n5r;
neighborLoc5.c = n5c;
return neighborLoc5;
}
}
else {
if (r < (ROW-1) && c < (COL-1) ) {
n5r = r+1;
n5c = c+1;
Point neighborLoc5;
neighborLoc5.r = n5r;
neighborLoc5.c = n5c;
return neighborLoc5;
}
}
}
It doesn't make sense that you're changing which direction this is based on which column it's in. SouthEast of a cell (if it's defined as a composite of South and NorthEast) is always going to be -1, +1 of that cell.
I've attached an image of a hexagonal grid, I suggest you use it to work out the positions of these cells. Depending on how you've defined North/NorthEast, you may need to rotate the directions of the Axis' I provided, but it should illuminate where you might have gone wrong.