Makeset on node, what about the nodes the nodes linked to it? - c++

I'm doing a project based on hashtables and disjoint sets, while implementing the makeset function for the nodes i had a doubt about it. This is the pseuodocode of the makeset function (i'm using path compression and rank euristics):
Makeset(x)
{
x.parent = x;
x.rank = 0
}
This should make the set containing only the element x by theory.
Now looking at this image:
Path image
If i call the makeset function on element 1 of the image, the set after the function has x as it's parent (as it already was before) but rank = 0, the problem is that the nodes connected to it (2,3,4 and 5 in the e.g) are still connected to it. Is this the right way to do this ? i followed the pseudocodes on cormen's algorithm introduction book.

Related

How to call function from external library in C/C++

I want to find the symmetry group of an integer linear program. I think there is a function in skip called SCIPgetGeneratorsSymmetry . I how I can use this function?
You are right, to access symmetry information in SCIP, you have to call the function SCIPgetGeneratorsSymmetry() via C/C++. Note that you need to link SCIP against the external software bliss, because otherwise, SCIP is not able to compute symmetries of your (mixed-integer) linear program.
If you set up your (mixed-integer) linear program using a C/C++ project, you have several options for computing symmetries.
If you set the "recompute" parameter to FALSE, SCIP will return the currently available symmetry information - if symmetries have not been computed yet, SCIP will compute symmetries to give you access to this information.
If you set "recompute" to TRUE, SCIP will discard the available symmetry information and you get access to the generators of the current symmetry group. Moreover, you can control the kind of symmetries that are computed via the parameters "symspecrequire" and "symspecrequirefixed", e.g., to only compute symmetries of binary variables that fix continuous variables.
Edit:
If you have no experience with coding in C/C++ and you are only interested in printing the generators of the symmetry group, the easiest way is probably to modify SCIP's source code in presol_symmetry.c as follows:
Add two integer paramaters int i and int p at the very beginning of determineSymmetry().
Search within determineSymmetry() for the line in which computeSymmetryGroup() is called.
Add the following code snippet right after this function call:
for (p = 0; p < presoldata->nperms; ++p)
{
printf("permutation %d\n", p);
for (i = 0; i < presoldata->npermvars; ++i)
{
if ( TRUE )
printf("%d ", presoldata->perms[p][i]);
else
printf("%s ", SCIPvarGetName(presoldata->permvars[presoldata->perms[p][i]]));
}
printf("\n");
}
This code prints the generators of the symmetry group as a list of variable indices, e.g., 1 2 0 is the permutation that maps 0 -> 1, 1 -> 2, and 2 -> 0. If you change TRUE to FALSE, you get the same list but variable indices are replaced by their names.
Do not forget to recompile SCIP.
If you solve an instance with SCIP and symmetry handling is enabled, SCIP will print the generators in the above format whenever it computes the symmetry group. If you are interested in the symmetry group of the original problem, you should use the parameter setting presolving/symbreak/addconsstiming = 0 and propagating/orbitalfixing/symcomptiming = 0. If you are fine with symmetries of the presolved problem, change the zeros to ones.

Create a 4-ary recursive directory tree of given depth using c++

Say my directory is C:/temp,
Given depth of 2, I want to create folder in following fashion :
temp/a temp/b temp/c temp/d ---- depth 1
temp/a/a temp/a/b temp/a/c temp/a/d
temp/b/a temp/b/b temp/b/c temp/b/d depth 2
temp/c/a temp/c/b temp/c/d temp/c/d
temp/d/a temp/d/b temp/d/c temp/d/d
Can this be done efficiently using boost libraries?After recursively creating how do I keep track of the depth?Can the concept of n-ary trees be applied here?This needs to be done for a production code hence the depth can go till even 100

C++ finding n points as close as possible to given xy

In RTS games, when you move some units, they find path and go to the places that are the closest to the selected place. I dont know how to select those places, I mean the target points for each unit.
For example, when I send 9 troops, I want them to have TARGETS like this:
. - empty,
T - targets for units,
O - the place that I've choosen to move them, target for unit too
.....
.TTT.
.TOT.
.TTT.
.....
Pathfinding algorithm is ready, just I need to generate the list (or vector) of target points, one for each unit. I dont want the complete code, but just some advices and ideas... Well I have to mind that not all places are walkable...
Thanx for any replies and sorry for my bad english...
You could use a BFS from the allocated point. "Fill" the selected tile with a unit if it is a tile that can hold a unit [not an obstacle]. Keep doing it until you "exhausted" the number of units.
In pseudo-code:
selectTargetLocation(point,units):
currUnit <- 0
queue<- new queue
visited <- {}
map<unit,point> <- empty map
queue.push(point)
while (queue.empty() == false):
current <- queue.takeFirst()
visited.add(current)
for each p such that p and current are neighbors: //insert neighbors to queue
if p is not in visited:
queue.push(p)
if current is not an obstacle:
map.put(unit[currUnit++],current)
if (currUnit == units.length) break //break when exhausted all units
return map
My idea would be like this: first, test if the destination is occupied, or a unit already has that destination. If this is the case, than you need to find a close point that is free. You could push all the near points to a queue, of the current point and so on... similar to fill algorithm), until you find a point that is not occupied. Then, find a path to that location.

How can I find the actual path found by BFS?

The problem I'm trying to solve concerns a tree of MRT system.
Each node can be connected to 4 points at most, which simplify thing by a lot. Here's my thought.
struct stop {
int path, id;
stop* a;
stop* b;
stop* c;
stop* d;
};
I can write code to save all the information I need for BFS to search for all the points, but my main concern is that, even though BFS finds the point properly, how can I know its path?
BFS will search each level, and when one of it reaches my destination, it will jump out of the run loop, and then, I will get a visited queue and an unvisited queue, how am i supposed to tell the user what stops he needs to visit when the visited queue is filled with every nodes BFS has searched?
To do so, you need to store a map:V->V (from vertices to vertices), which will map from each node v, the vertex u that "discovered" v.
You will populate this map during the iterations of BFS.
Later - you can reconstruct the path by simply going from the target node (in the map) up until you get back to the source, which will be your path (reversed, of course).
Note that this map can be implemented as an array if you enumerate the vertices.

Recursively created linked lists with a class, C++

I'm using C++ to recursively make a hexagonal grid (using a multiply linked list style). I've got it set up to create neighboring tiles easily, but because I'm doing it recursively, I can only really create all 6 neighbors for a given tile. Obviously, this is causing duplicate tiles to be created and I'm trying to get rid of them in some way. Because I'm using a class, checking for null pointers doesn't seem to work. It's either failing to convert from my Tile class to and int, or somehow converting it but not doing it properly. I'm explicitly setting all pointers to NULL upon creation, and when I check to see if it still is, it says it's not even though I never touched it since initialization. Is there a specific way I'm supposed to do this? I can't even traverse the grid without NULLs of some kind
Here's some of my relevant code. Yes, I know it's embarassing.
Tile class header:
class Tile
{
public:
Tile(void);
Tile(char *Filename);
~Tile(void);
void show(void);
bool LoadGLTextures();
void makeDisplayList();
void BindTexture();
void setFilename(char *newName);
char Filename[100];
GLuint texture[2];
GLuint displayList;
Tile *neighbor[6];
float xPos, yPos,zPos;
};`
Tile Initialization:
Tile::Tile(void)
{
xPos=0.0f;
yPos=0.0f;
zPos=0.0f;
glEnable(GL_DEPTH_TEST);
strcpy(Filename, strcpy(Filename, "Data/BlueTile.bmp"));
if(!BuildTexture(Filename, texture[0]))
MessageBox(NULL,"Texture failed to load!","Crap!",MB_OK|MB_ICONASTERISK);
for(int x=0;x<6;x++)
{
neighbor[x]=NULL;
}
}
Creation of neighboring tiles:
void MakeNeighbors(Tile *InputTile, int stacks)
{
for(int x=0;x<6;x++)
{
InputTile->neighbor[x]=new Tile();
InputTile->neighbor[x]->xPos=0.0f;
InputTile->neighbor[x]->yPos=0.0f;
InputTile->zPos=float(stacks);
}
if(stacks)
{
for(int x=0;x<6;x++)
MakeNeighbors(InputTile->neighbor[x],stacks-1);
}
}
And finally, traversing the grid:
void TraverseGrid(Tile *inputTile)
{
Tile *temp;
for(int x=0;x<6;x++)
if(inputTile->neighbor[x])
{
temp=inputTile->neighbor[x];
temp->xPos=0.0f;
TraverseGrid(temp);
//MessageBox(NULL,"Not Null!","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
}
The key line is "if(inputTile->neighbor[x])" and whether I make it "if(inputTile->neighbor[x]==NULL)" or whatever I do, it just isn't handling it properly. Oh and I'm also aware that I haven't set up the list fully. It's only one direction now.
If you want to create a hexagonal grid you should remember that it easily can be simulated using a normal grid!
__ __ __
\__/2 \__/4 \__/6 \
/1 \__/3 \__/5 \__/
\__/8 \__/10\__/12\
/7 \__/9 \__/11\__/
\__/ \__/ \__/ \
This will make life MUCH simpler :)
Hence the easiest way would be
set up a temporary square grid m*n
fill it with tiles
traverse the grid and connect properly
Now the connections, based on the diagram above:
A) Connect to previous and next [x-1,y], [x+1,y]
B) Connect to row above and row below [x,y-1], [x,y+1]
C) Connect to row above previous and next [x-1,y-1], [x+1,y-1]
... and you have all desired connections (just remember to check bounds to decide if the tile isn't on the edge) -- if you hold the tiles in another way, you can even remove the grid :).
I'm only guessing at what MakeNeighbors() does, but instead of blindly doing InputTile->neighbor[x]=new Tile();, you could check to see if neighbor[x] is non-NULL before creating a new one and initializing it. E.g. if its parent creates it and sets all of its neighbor information, then it shouldn't go and create its parent.
When the parent creates the children, it should also define the children's other neighbors appropriately, as far as it knows them. So, it should make sure that child[i] also is neighbors with child[i-1] and child[i+1].
Creation. Recursion is a neat and elegant way to solve some problems, but it isn't perfect for every problem. I suspect that a purely recursive solution to creating the nodes would be much more complicated (i.e. less elegant) than Kornel Kisielewicz's straightforward iterative solution. That's because the Tile constructor needs to know the layout of all tiles in its immediate vicinity, in order to avoid recreating nodes that are already there.
Traversal. The main problem in your node-traversal code is similar in that you will wind up with an infinite loop and blow the stack because every node will eventually "traverse" back to its parent, beginning the cycle again. I presume you're trying to visit every tile exactly once, right? In that case TraverseGrid() needs to have a parameter telling it which direction we are entering the node from, so that we avoid traversing back that way.
But that's not enough -- you also need more discipline in deciding which directions to go. Simply spreading out in all directions except the direction we entered from will still wind up in an infinite loop and stack overflow, since any three adjacent tiles will cycle endlessly. In order to do this recursively you need to really think about which strategies will wind up visiting each node once and only once.
One possibility would be changing the signature of TraverseGrid() to TraverseGrid(Tile *inputTile, int fromDir, bool leftmost) and then using the following rules:
If we entered from above-left, traverse only to above-right, passing leftmost = false.
If we entered from below-left or above-right, traverse only to below-right, passing leftmost = false.
If leftmost, and there is a node to our lower left, then also traverse to that node, passing leftmost = true.
Of course fromDir and leftmost could be combined into a single parameter, but this gives the general idea.
Another alternative would be keeping a visited flag in each tile which is checked before traversing to that tile. Then your traversal will be a flood fill. But again, a simple iterative traversal is likely to be much simpler and easier to understand, and has the additional benefit of using constant stack space.
In the class declaration there is a second constructor Tile(char *Filename);. Maybe this constructor is used to create the main node, but doesn't initialize neighbor properly? (Its implementation isn't shown.)
And on an unrelated node, you have a duplicate strcpy() in the constructor that doesn't serves any purpose and might only lead to problems:
strcpy(Filename, strcpy(Filename, "Data/BlueTile.bmp"));
I actually did the same thing but my pattern was more like this:
00 01 02 03 04
10 11 12 13 14
20 21 22 23 24
30 31 32 33 34
This makes it pretty easy to figure out what can be reached, but forces a strange offset pattern. I just got rid of (in the above example) 00,01,10 and 20 to make it more of a hex pattern like this:
02 03 04 05 06
11 12 13 14 15
21 22 23 24 25
30 31 32 33 34
So if you look at the pattern above, reachable is always the same:
from 23 (call 2 "a" and 3 "b") you can get to:
NW(a-1, b), NE(a-1, b+1), W(a, b-1), E(a, b+1), SW(a+1, b-1), SE(a+1,b)
This pattern should hold correct for the entire grid.
EDIT:
I was going to do this in a comment but it got too long. I can see two approaches.
1) Allocate the array of nodes (null, don't allocate them). Whenever you need to allocate a node, just do so, but use the array address whenever you need to reference a node, if it's null populate it, if it has a value use that value. Huge empty arrays shouldn't take up that much memory, but if they do...
2) Create a HashSet to hold your nodes where the Hash value of the node class is calculated like this: (a << 32 || b). In this way you can instantly look up to see if a previous node existed or not. Remember to overload "equals" as well (it should return true only if the compared object is the same type and a and b are equal).
In a mostly populated system where bounds are known, 1 will save memory, but if your system is sparse (as you claim) then #2 could save a LOT of memory with no cost to efficiency.