I had a question regarding my code below. I'm reading a file containing lots of data of which some stuff is irrelevant. The data is written out on one line, so I cannot use nextLine or something.
For each vertex, I save the relevant information into dataperpoint. When I go to the next vertex, I want to clear the list to fill it with new relevant information.
The issue that I have is that each time I clear dataperpoint, all values in Map get cleared. When I then try to fill it, all previous positions in the Map get the same values.
How can I do this and make sure that each vertex will get his own list?
Looking forward to your suggestions!
public static Map<Integer, List<Double>> readData(File f) // throws IO exception?
{
// Create Map to store the vertex and list with relevant information in
List<Double> dataperpoint = new ArrayList<Double>();
Map<Integer, List<Double>> data = new HashMap<>();
// Open the scanner
try (Scanner in = new Scanner(f))
{
// To make sure the correct localization is used
in.useLocale(Locale.US);
// The first six integers contain irrelevant information
for (int step = 1; step <= 6; step++)
{
in.nextInt();
}
// Do the information for vertex 0 separately, since it has one data point less
int vertex = in.nextInt();
for (int doubleinfo = 1; doubleinfo <= 4; doubleinfo++) // six relevant variables
{
dataperpoint.add(in.nextDouble());
}
// irrelevant information
for (int irrelevantinfo = 1; irrelevantinfo <= 2; irrelevantinfo++)
{
in.nextInt();
}
// Opening and Closing of time window
dataperpoint.add((double) in.nextInt());
dataperpoint.add((double) in.nextInt());
data.put(vertex, dataperpoint);
while (in.hasNext()) // think of different statement later
{
dataperpoint = new ArrayList<Double>();
vertex = in.nextInt();
for (int doubleinfo = 1; doubleinfo <= 4; doubleinfo++) // six relevant variables
{
dataperpoint.add(in.nextDouble());
}
// irrelevant information
for (int irrelevantinfo = 1; irrelevantinfo <= 3; irrelevantinfo++)
{
in.nextInt();
}
// Opening and Closing of time window
dataperpoint.add((double) in.nextInt());
dataperpoint.add((double) in.nextInt());
data.put(vertex, dataperpoint);
}
in.close();
}
catch (FileNotFoundException e)
{
e.printStackTrace();
}
Use LinkedHashMap<> instead of HashMap<> it should solve your problem. Read this Difference between HashMap, LinkedHashMap and TreeMap
Related
I am creating a game with a 3D grid for flying entities, So I have a lot of points and connections in the air where there aren't any obstructions. I didn't want to decrease the resolution of my grid so I thought I could just skip over chunks (or empties as I call them) of the Astar map while they're not containing any obstructions, and I modified Godot's Astar algorithm to do this.
Unfortunately this ended up being slower than looping through points one at a time due to the way I implemented this modification, which needs to loop through all the edge points of an empty.
2D representation of how one edge point of an empty connects to all other edge points:
This ends up looping through a larger number of points than letting the A* algorithm work it's way through the empty.
So I'm sorta stumped on how to make this more efficient while still preserving the most optimal path.
I could potentially narrow down what faces of the empty should be scanned over by first comparing the center points of all 8 faces of the empty (as my grid consists of hexagonal prisms). Or maybe I should somehow use the face center points of the empty's faces exclusively instead of all edge points.
I mainly want to know if anyone has worked on an issue like this before, and if so what would be the recommended solution?
Here is the astar loop for reference:
bool AStar::_solve(Point *begin_point, Point *end_point, int relevant_layers) {
pass++;
//make sure parallel layers are supported
// or if *relevant_layers is 0 then use all points
bool supported = relevant_layers == 0 || (relevant_layers & end_point->parallel_support_layers) > 0;
if (!end_point->enabled || !supported) {
return false;
}
bool found_route = false;
Vector<Point *> open_list;
SortArray<Point *, SortPoints> sorter;
begin_point->g_score = 0;
begin_point->f_score = _estimate_cost(begin_point->id, end_point->id);
open_list.push_back(begin_point);
while (!open_list.empty()) {
Point *p = open_list[0]; // The currently processed point
if (p == end_point) {
found_route = true;
break;
}
sorter.pop_heap(0, open_list.size(), open_list.ptrw()); // Remove the current point from the open list
open_list.remove(open_list.size() - 1);
p->closed_pass = pass; // Mark the point as closed
//if the point is part of an empty, look through all of the edge points of said empty (as to skip over any points within the empty).
OAHashMap<int, Point*> connections;
PoolVector<Empty*> enabled_empties;
int size = p->empties.size();
PoolVector<Empty*>::Read r = p->empties.read();
for (int i = 0; i < size; i++) {
Empty* e = r[i];
supported = relevant_layers == 0 || (relevant_layers & e->parallel_support_layers) > 0;
//if the empty is enabled and the end point is not within the empty
if (e->enabled && supported && !end_point->empties.has(e)) {
enabled_empties.append(e);
//can travel to any edge point
for (OAHashMap<int, Point*>::Iterator it = e->edge_points.iter(); it.valid; it = e->edge_points.next_iter(it)) {
int id = *it.key;
Point* ep = *(it.value);
ep->is_neighbour = false;
//don't connect to the same point
if (id != p->id && (i == 0 || !connections.has(id))) {
connections.set(id, ep);
}
}
}
}
//add neighbours to connections
for (OAHashMap<int, Point*>::Iterator it = p->neighbours.iter(); it.valid; it = p->neighbours.next_iter(it)) {
int id = *it.key;
Point* np = *(it.value);// The neighbour point
np->is_neighbour = true;
//don't need to check for duplicate point connections if no empties
if (size == 0 || !connections.has(id)) {
//don't add points within enabled empties since they're meant to be skipped over
if (np->empties.size() > 0 && !np->on_empty_edge) {
bool in_enabled_empty = false;
PoolVector<Empty*>::Read r1 = np->empties.read();
for (int i = 0; i < np->empties.size(); i++) {
if (enabled_empties.has(r1[i])) {
in_enabled_empty = true;
break;
}
}
if (!in_enabled_empty) {
connections.set(id, np);
}
}
else {
connections.set(id, np);
}
}
}
for (OAHashMap<int, Point *>::Iterator it = connections.iter(); it.valid; it = connections.next_iter(it)) {
Point *e = *(it.value); // The neighbour point
//make sure parallel layers are supported
// or if *relevant_layers is 0 then use all points
supported = relevant_layers == 0 || (relevant_layers & e->parallel_support_layers) > 0;
if (!e->enabled || e->closed_pass == pass || !supported) {
continue;
}
real_t tentative_g_score = p->g_score + _compute_cost(p->id, e->id) * e->weight_scale;
bool new_point = false;
if (e->open_pass != pass) { // The point wasn't inside the open list.
e->open_pass = pass;
open_list.push_back(e);
new_point = true;
} else if (tentative_g_score >= e->g_score) { // The new path is worse than the previous.
continue;
}
e->prev_point = p;
e->prev_point_connected = e->is_neighbour;
e->g_score = tentative_g_score;
e->f_score = e->g_score + _estimate_cost(e->id, end_point->id);
if (new_point) { // The position of the new points is already known.
sorter.push_heap(0, open_list.size() - 1, 0, e, open_list.ptrw());
} else {
sorter.push_heap(0, open_list.find(e), 0, e, open_list.ptrw());
}
}
}
return found_route;
}
Note: I'm still not exactly sure what the sorter does.
the entire code can be seen here in a_star.cpp and a_star.h
Edit:
if anyone wants to reference or use this, I've modified the Astar code to add user-defined octants and to use a user-defined straight line function (they are user-defined so they can work with any type of grid) to be used between octants when possible to further decrease runtime, and it works very well in terms of speed. Though the pathing is not optimal, especially when adding a lot of obstacles/restricting the available positions.
I'm working on a wrapper for MariaDB Connector C. There is a typical situation when a developer doesn't know a length of a data stored in a field. As I figured out, one of the ways to obtain a real length of the field is to pass a buffer of lengths to mysql_stmt_bind_result and then to fetch each column by calling mysql_stmt_fetch_column. But I can't understand how the function mysql_stmt_fetch_column works because I'm getting a memory corruption and app abortion.
Here is how I'm trying to reach my goal
// preparations here
...
if (!mysql_stmt_execute(stmt))
{
int columnNum = mysql_stmt_field_count(stmt);
if (columnNum > 0)
{
MYSQL_RES* metadata = mysql_stmt_result_metadata(stmt);
MYSQL_FIELD* fields = mysql_fetch_fields(metadata);
MYSQL_BIND* result = new MYSQL_BIND[columnNum];
std::memset(result, 0, sizeof (MYSQL_BIND) * columnNum);
std::vector<unsigned long> lengths;
lengths.resize(columnNum);
for (int i = 0; i < columnNum; ++i)
result[i].length = &lengths[i];
if (!mysql_stmt_bind_result(stmt, result))
{
while (true)
{
int status = mysql_stmt_fetch(stmt);
if (status == 1)
{
m_lastError = mysql_stmt_error(stmt);
isOK = false;
break;
}
else if (status == MYSQL_NO_DATA)
{
isOK = true;
break;
}
for (int i = 0; i < columnNum; ++i)
{
my_bool isNull = true;
if (lengths.at(i) > 0)
{
result[i].buffer_type = fields[i].type;
result[i].is_null = &isNull;
result[i].buffer = malloc(lengths.at(i));
result[i].buffer_length = lengths.at(i);
mysql_stmt_fetch_column(stmt, result, i, 0);
if (!isNull)
{
// here I'm trying to read a result and I'm getting a valid result only from the first column
}
}
}
}
}
}
If I put an array to the mysql_stmt_fetch_column then I'm fetching the only first field valid, all other fields are garbage. If I put a single MYSQL_BIND structure to this function, then I'm getting an abortion of the app on approximately 74th field (funny thing that it's always this field). If I use another array of MYSQL_BIND then the situation is the same as the first case.
Please help me to understand how to use it correctly! Thanks
Minimal reproducible example
I want to update instances of a struct that I am storing in a map within a loop, but the changes to the instance variables don't survive the iterations of the loop (within one iteration, the new variables get properly set, in the next operation they are reset to their initial value).
Here is a simplified version of what I am doing:
map<int, RegionOverFrames>* foundRegions = new map<int, RegionOverFrames>;
for (int i = 0; i < frames.size(); i++) {
// find all regions in current frame
map<int, RegionOverFrames> regionsInCurrentFrame;
for (Region region: currentFrame.regions) {
if (foundRegions->count(region.regionId) == 0) {
RegionOverFrames foundRegion;
foundRegion.regionId = region.regionId;
regionsInCurrentFrame[region.regionId] = foundRegion;
(*foundRegions)[region.regionId] = foundRegion;
}
else if (foundRegions->count(region.regionId) > 0) {
RegionOverFrames foundRegion = (*foundRegions)[region.regionId];
regionsInCurrentFrame[region.regionId] = foundRegion;
}
}
// update found regions (either by adding weight or setting the end index)
for (auto it = foundRegions->begin(); it != foundRegions->end(); it++) {
RegionOverFrames foundRegion = it->second;
// the region that was found before is also present in this frame
if (regionsInCurrentFrame.count(foundRegion.regionId) > 0) {
float weight = currentFrame.getRegion(foundRegion.regionId).getWeight();
foundRegion.accumulatedWeight += weight; // this update of accumulatedWeight is not present in the next loop, the accumulatedWeight only gets assigned the value of weight here, but in the next iteration it's reset to 0
}
}
}
Could it have something to do with the fact that I am using an iterator it to access the objects within my map<int, RegionOverFrames>* foundRegions or with the fact that foundRegions is declared with a pointer and stored on the heap?
Note RegionOverFrames is a simple struct looking like this:
struct RegionOverFrames {
int regionId;
double accumulatedWeight;
}
Your issue is that you are creating a copy of the found region rather than updating the object found in the map.
RegionOverFrames foundRegion = it->second;
// ^ copy created
You should use references instead:
RegionOverFrames &foundRegion = it->second;
// ^ use reference
I have a program which allows the user to play Dominoes against 3 CPU players, with varying difficulty. Each CPU player can be either Beginner, Intermediate or Expert, and each difficulty has it's own class. If I initiate my 3 CPU players at the beginning of my 'Window' class (below), the program runs fine.
In Window.h
public:
Window(QWidget *parent = 0);
Intermediate *cpu1;
Beginner *cpu2;
Intermediate *cpu3;
In Window.cpp
Window::Window(QWidget *parent):QDialog(parent) {
cpu1 = new Intermediate;
cpu2 = new Beginner;
cpu3 = new Intermediate;
}
However I want the user to be able to select the CPU difficulties at the beginning of the game, so I now have a function within 'Window' that creates the objects. As soon as I call this function the game freezes and I get an error message pop up saying telling me the program has ended unexpectedly.
void Window:: startGame(){
cpu1 = new Intermediate;
cpu2 = new Beginner;
cpu3 = new Intermediate;
}
If anyone would be able to explain to me what is going on and what I can do to get around this that would be great.
Intermediate.cpp (Beginner.cpp is almost identical)
#include "intermediate.h"
Intermediate::Intermediate()
{
tilePlaced = false;
skipGo = false;
}
void Intermediate::findDoubles(int a[7][2]){
for(int i = 0; i < 7; i++){ // Creates new doubles list after each go.
doublesList[i] = 0;
}
for(int i = 0; i < 7; i++){ // Creates a list of doubles
if ((a[i][0] == a[i][1]) && (a[i][0] != 7)){
doublesList[a[i][0]] = 1;
}
}
}
bool Intermediate::addDomino(){} // Function that finds best domino to replace and returns bool
if(tilePlaced == false){
pass++;
text += "\nPassed turn";
return false;
}
else{
pass = 0;
text += QString("\nPlaced [%1 : %2]").arg(a).arg(b);
return true;
}
}
One way to start would be to narrow down which class is causing the fault. Does it work if they are all Beginner, or if they are all Intermediate? If so then the other one is causing the problem.
I am still new to c++. I want to read in messages from several sources. Each source will begin data messages with a 4 char ID. Each will also have several data messages. No one message has all of the info I want from the device. So if I create an object with the ID as the object name, the next time a message is received, will the object be updated or completely reconstructed? Is there a way to check if the object is already constructed before calling it in the code?
class Channels{
public:
INT8U systemID; //0x01 Glonass, 0x02 GPS
INT8U satID;
INT8U GlonassNumber;
INT8U SNR; //signal to noise ratio
FP64 carrierPhase; //cylces
FP64 psuedoRange; //milliseconds
FP64 doppler; //HZ cycles
float tropDelay; //meters
float ionoDelay; //meters
};
class BaseStation{
public:
Channels channel[32]; //each channel object has all channel class variables in it
int numberSatelitesTracked;
FP64 timeUTC;
INT16U week;
FP64 GPStoUTCoffset;
FP64 GLOtoUTCoffset;
INT8S recieverTimeOffset;
FP64 posX; //geocentric coordinates in meters
FP64 posY;
FP64 posZ;
FP64 rmsX; //expected root mean square error of coordinates
FP64 rmsY;
FP64 rmsZ;
};
if( check == SOCKET_ERROR){
if( WSAGetLastError() != WSAEWOULDBLOCK){
printf("base station client recieve failed with error %d \n", WSAGetLastError());
FreeSocketInformation(i); //shuts down client socket if no data
}
continue;
}
else{
//recieve bytes into array
memcpy(recvArray, SocketInfo->DataBuf.buf, SocketInfo->RecvBytes +1);
//print recieved bytes on screen
printf("%s \n", SocketInfo->DataBuf.buf);
//first 4 bytes in message are base ID
cBuffer[0] = recvArray[0];
cBuffer[1] = recvArray[1];
cBuffer[2] = recvArray[2];
cBuffer[3] = recvArray[3];
baseID = cBuffer;
//create object with 4 char name
BaseStation baseID;
//test message identity and sort data
if(recvArray[4] == 0x10 && recvArray[5] == 0xF5){
baseID.timeUTC = combine64(recvArray[6]);
baseID.week = combine16u(recvArray[14]);
baseID.GPStoUTCoffset = combine64(recvArray[16]);
baseID.GLOtoUTCoffset = combine64(recvArray[24]);
baseID.recieverTimeOffset = recvArray[32];
int noChannels = (check-30) /30 ;
if (noChannels >= 32){
noChannels = 32;
}
int x = 33;
for(int m = 0; m < noChannels; m++){ //advance reading for channel m
baseID.channel[m].systemID = recvArray[x];
x++;
baseID.channel[m].satID = recvArray[x];
x++;
baseID.channel[m].GlonassNumber = recvArray[x];
x++;
baseID.channel[m].SNR = recvArray[x];
x++;
baseID.channel[m].carrierPhase = combine64(recvArray[x]);
x = x+8;
baseID.channel[m].psuedoRange = combine64(recvArray[x]);
x = x+8;
baseID.channel[m].doppler = combine64(recvArray[x]);
x = x+10;
} //end of for loop to gather F5 sat data
} //end F5 message data
if(recvArray[4] == 0x10 && recvArray[5] == 0xF6){
baseID.posX = combine64(recvArray[6]);
baseID.posY = combine64(recvArray[14]);
baseID.posZ = combine64(recvArray[22]);
baseID.rmsX = combine64(recvArray[30]);
baseID.rmsY = combine64(recvArray[38]);
baseID.rmsZ = combine64(recvArray[46]);
} //end F6 message data
OK so it seems an Array may be the best for me to use. So if I setup 100 base objects and then track the active array elements with a second boolean array, does this look like it should work? (baseID added to the base object)
BaseStation base[100];
boolean baseActive[100];
int baseNumber;
//begin message processing------------------------------------------------------------
//first 4 bytes in message are base ID
cBuffer[0] = recvArray[0];
cBuffer[1] = recvArray[1];
cBuffer[2] = recvArray[2];
cBuffer[3] = recvArray[3];
string name = cBuffer;
//check for existing baseID------------------------------------------------------------
// 100 array positions
//find if base is already in use, create new if not in use
for(baseNumber = 0; base[baseNumber].baseID != name; baseNumber++){
//for statement increases untill it finds baseID == name
if( baseNumber >= 100){ //baseID not currently in use
for(int n=0; baseActive[n] == true; n++){
//for statement increases untill finds a false baseActive
baseNumber = n; //assign baseNumber to the array position
base[baseNumber].baseID = name; //create new baseID
continue;
}
}
}
//check and process message data--------------------------------------------------------
if( base[baseNumber].baseID == name){
baseActive[baseNumber] = true;
//test message identity and sort data
}//end of for loop
//test connection, if no bytes recieved then connection is closed.----------------------
if( SocketInfo->RecvBytes == 0){
FreeSocketInformation(i); //shuts down client socket if no data
continue;
}
}
} //end of read data from socket
}
//need to add a timer to remove non sending bases from the baseActive[] array
C++ is a statically typed language, You need to provide the object name at compile time.
You cannot create an object name at run-time and create object with that name.
As already answered, you can't do so in C++.
However you can solve your problem in other way.
First, you need to bind some ID to some concrete object of structure BaseStation. You can provide this link in two ways - by holding BaseStation objects in associative containter, where keys are ID, or by holding array of BaseStation objects(as far as I can guess you are writing some sort of microcontroller code so std containers can be not available for you).
First approach code example:
//id is 4 char so it can be thought as int on most systems
std::map<int, BaseStation *> baseStations;
int * id = (int*)recvArray; //this hack is for showing how you can convert 4 char to int
//may be in your code (int id = combine32(recvArray[0])) is equvivalent
if(baseStations.find(*id) != baseStations.end()) //checking existance of object with such id
{
//ok, exists, do nothing
}
else
baseStations[*id] = new BaseStation(); //create new
baseStations[*id].timeUTC = combine64(recvArray[6]); //starting copying values
//other values copying
In second situation if you can't use associative containers or can't afford their libs\code because of microcontroller memory lack, you can use just arrays but it's not flexible at all and consumes more operations. Example:
//BaseConnection also holds field names id;
BaseConnection baseConnections[N];
int FindId(int id); //return index of element in baseConnections array with this id
BaseConnection * workingConnection = &baseConnections[FindId(combine32(recvArray[0]))];
workingConnection->timeUTC = combine64(recvArray[6]); //starting copying values
//other values copying