I am in trouble choosing the most pertinent structure for my data, here are the explanations:
I am actually working on a game project for school, a Bomberman like game in c++.
I am designing the Map object, who contain Bombs, Boxes, Players and Walls.
The map is 2D, I have already 2 containers of type:
std::unordered_map<int, std::unordered_map<int, AEntity*> > *UMap;
One contain Walls, the other contain destructible objects (Bombs, Boxes).
I have already discussed this choice here -> Choice of unsorted_map.
It's mainly for fast access time and because there can only be one element per map's box.
Now as the title suggest I'am in trouble choosing a data container for my players, because there can be multiple players on a single map's box, unordered_maps can't be used.
In a first time I was going to use a std::list<AEntity*> sorted with std::sorted, AEntity containing the entity information (coords), but while coding my
playerOn(const int x, const int y);
function I found it was a poor choice. I can't retrieve fast enough which player(s) is on the given box using dichotomies, and if there is no player of this box it's a waste of time.
How should I store my (AEntity)Players in order to be able to retrieve them fast
(On of the itchy thing is that there can be more than 500 player at the single time, on big map, that's why I am looking for optimization)
I am running out of brain juice. Thanks for your future answers.
Edit about my probleme
It's mainly because I want to know if there is another solution to go trough my whole std::list of player to find if there is someone on box(x, y). Looks slow and not optimized, but i can't figure another way to do this.
(I can change container type if needed)
First of all, before trying any optimization, you should profile your code to detect where is the bottleneck. You will be surprised. Once that said :
1) Your unordered_maps seem like a lot of over-engineering. The answers provided in your previous post are true but I think it is useless in your case. You absolutely do not care of a O(log(n)) cost when n = 500. Just make a vector of Entities*. It is much enough.
2) You seem to be falling in the god object anti-design pattern. A bomberman game is an excellent project for studying OOP, as it teaches you to avoid the God Object design pattern. Make sure each class does its own business and no class handles all the logic (I suspect your class Map or Game has too much power).
a) Create a vector of players, a vector of bombs, a vector of walls, a vector of fires, etc.
b) Map should be a 2-dimensionnal array storing list of pointers to the entities that are present on each Map's box. (Each Map[i][j] holds pointers to all the elements that are on the box of index (i,j)).
c) Bombs should create fire elements.
d) Your central routine should be something like :
while(gameContinued)
{
for each entity in the game
{
entity.Update(map);
}
game.Render();
}
Bomb update consists in making the bomb's texture rendering dynamic and create fires if delay is over-due (and update the Map with the fires pointers accordingly).
Fire update consists in nothing except vanishing if delay is over-due (and update the Map).
Player update consists in moving through keyboard event handling (and updating their current internal x and y values ), creating bomb if needed, dying if for their position (x,y), there is a fire in the Map[i][j] list of entities.
3) In most of my students implementation of bomberman, the only issue they can get is with textures and deep copy of objects. Make sure you have a Texture Loader (using Singleton Pattern) to avoid loading multiple times the same textures, and you should be fine.
Related
I am currently trying to create a hack for Borderlands 2. One of the features I am trying to create is a Kill All feature which will iterate through each entity saved to my vector entity struct and set their health to 0. This is easy for me to do on other games but I am having major trouble on this game.
I found a pointer that shows me the true health value of the entity I am looking it but I noticed that in certain regions of the map the addresses change vastly. For example, I may find 7-8 entity's near me that start with the same address (Ex. 0x79C8000+)
But after I leave to go to another area the entity's I find here are vastly different in memory location. (Ex. 0x01CD0000+)
And I understand that such a large map would require things like that to happen, especially if I move to far away from a certain region of entity's they are unloaded from the world and the address value is set to 0 and no longer correctly points to the entity's health when I move back to said region and they are loaded back in.
The things that bothers me is that there has to be an array that stores every entity that is CURRENTLY loaded in memory, regardless if its just an object entity and non NPC because I'm almost certain there is one because other people are able to find it.
Any ideas??
I recently asked this question: Horizontally-Drawn RowColumn Class for Motif Library (C)?
In my previous question, I was having trouble getting the xmRowColumnWidgetClass to draw horizontally (row-by-row) instead of vertically (column-by-column). After playing around with it, figured out how to switch to horizontal drawing with the following snippet:
XmNorientation, XmHORIZONTAL,
So the code that creates the xmRowColumnWidgetClass instance now looks like this:
rowColumn = XtVaCreateManagedWidget("rowcolumn",
xmRowColumnWidgetClass,
parentWidget,
XmNnumColumns, 3,
XmNorientation, XmHORIZONTAL,
XmNpacking, XmPACK_COLUMN,
XmNspacing, 6,
NULL);
However, my new problem is that for some reason the XmNnumColumns field is now referring to the number of rows, rather than the actual number of columns. Before adding the XmNorientation, XmHORIZONTAL part, the xmRowColumnWidgetClass instance was drawing the objects from left-to-right but it stayed to 3 columns like it was supposed to. Now, it is staying to 3 rows, occasionally creating a horizontal scrollbar which I do not want. I only want vertical scrolling.
So I need the children of the xmRowColumnWidgetClass instance to be drawn horizontally from top to bottom, but I need it to only put a maximum of 3 per row and thus keep it confined within a certain width.
I tried playing around with the XmNnumColumns field, but things that worked with more children did not work for less children, and vice versa. Sometimes it made it 4 or 5 columns rather than 3, and sometimes it made it 2 columns with the 3rd column completely empty. I encountered many issues like this even when experimenting with things like using XmNpacking, XmPACK_TIGHT rather than XmNpacking, XmPACK_COLUMN and other stuff.
If someone is able to find the official documentation of the xmRowColumnWidgetClass and link it, that would be be greatly appreciated.
To anybody familiar with this library:
How do I create a xmRowColumnWidgetClass instance that draws horizontally (row-by-row) while keeping it to a certain number of columns?
It should be able to handle any number of children and add as many rows as it needs to in order to keep it as exactly 3 columns.
Another group of examples of this library:
https://github.com/spartrekus/Motif-C-Examples
https://github.com/spartrekus/Motif-C-Examples/blob/master/rowcol.c
XmRowColumn was designed to implement the top menubar and all the other menu classes... You are searching for a grid like widget, and so you have to use XmForm read the related question for that.
In short: try the WtTable widget
Longer explanation follows:
The behaviour of XmRowColumn regarding "columns" becoming "rows" when you choose a horizontal configuration is very unfortunate. The alternative of using XmForm instead of XmRowColumn for this purpose is feasible, but however it requires manually setting the children constraints, and even then, it's quite possible that you won't be able to achieve the automatic sizing implemented in XmRowColumn.
By searching today, I found the WtTable widget and it works fine for my purposes. It's "almost" as automatic as XmRowColumn and it doesn't require to set any constraints manually. I tried it in my Motif code, and works fine.
Note however that I said "almost" as automatic. The "almost" is because you need to specify the number of columns and rows, and you need to specify the column and row for each child widget. However, all of this can be automated: you can create a convenience function that internally manages counters for columns and rows, so that you pass a widget to such function and it puts it in the cell it belongs automatically: you can even make that function create a new row in the WtTable when it's needed.
I am working user behavior project. Based on user interaction I have got some data. There is nice sequence which smoothly increases and decreases over the time. But there are little discrepancies, which are very bad. Please refer to graph below:
You can also find data here:
2.0789 2.09604 2.11472 2.13414 2.15609 2.17776 2.2021 2.22722 2.25019 2.27304 2.29724 2.31991 2.34285 2.36569 2.38682 2.40634 2.42068 2.43947 2.45099 2.46564 2.48385 2.49747 2.49031 2.51458 2.5149 2.52632 2.54689 2.56077 2.57821 2.57877 2.59104 2.57625 2.55987 2.5694 2.56244 2.56599 2.54696 2.52479 2.50345 2.48306 2.50934 2.4512 2.43586 2.40664 2.38721 2.3816 2.36415 2.33408 2.31225 2.28801 2.26583 2.24054 2.2135 2.19678 2.16366 2.13945 2.11102 2.08389 2.05533 2.02899 2.00373 1.9752 1.94862 1.91982 1.89125 1.86307 1.83539 1.80641 1.77946 1.75333 1.72765 1.70417 1.68106 1.65971 1.64032 1.62386 1.6034 1.5829 1.56022 1.54167 1.53141 1.52329 1.51128 1.52125 1.51127 1.50753 1.51494 1.51777 1.55563 1.56948 1.57866 1.60095 1.61939 1.64399 1.67643 1.70784 1.74259 1.7815 1.81939 1.84942 1.87731
1.89895 1.91676 1.92987
I would want to smooth out this sequence. The technique should be able to eliminate numbers with characteristic of X and Y, i.e. error in mono-increasing or mono-decreasing.
If not eliminate, technique should be able to shift them so that series is not affected by errors.
What I have tried and failed:
I tried to test difference between values. In some special cases it works, but for sequence as presented in this the distance between numbers is not such that I can cut out errors
I tried applying a counter, which is some X, then only change is accepted otherwise point is mapped to previous point only. Here I have great trouble deciding on value of X, because this is based on user-interaction, I am not really controller of it. If user interaction is such that its plot would be a zigzag pattern, I am ending up with 'no user movement data detected at all' situation.
Please share the techniques that you are aware of.
PS: Data made available in this example is a particular case. There is no typical pattern in which numbers are going to occure, but we expect some range to be continuous with all the examples. Solution I am seeking is generic.
I do not know how much effort you want to involve in this problem but if you want theoretical guaranties,
topological persistence seems well adapted to your problem imho.
Basically with that method, you can filtrate local maximum/minimum by fixing a scale
and there are theoritical proofs that says that if you sampling is
close from your function, then you extracts correct number of maximums with persistence.
You can see these slides (mainly pages 7-9 to get the idea) to get an idea of the method.
Basically, if you take your points as a landscape and imagine a watershed starting from maximum height and decreasing, you have some picks.
Every pick has a time where it is born which is the time where it becomes emerged and a time where it dies which is when it merges with an higher pick. Now a persistence diagram pictures a point for every pick where its x/y coordinates are its time of birth/death (by assumption the first pick does not die and is not shown).
If a pick is a global maximal, then it will be further from the diagonal in the persistence diagram than a local maximum pick. To remove local maximums you have to remove picks close to the diagonal. There are fours local maximums in your example as you can see with the persistence diagram of your data (thanks for providing the data btw) and two global ones (the first pick is not pictured in a persistence diagram):
If you noise your data like that :
You will still get a very decent persistence diagram that will allow you to filter local maximum as you want :
Please ask if you want more details or references.
Since you can not decide on a cut off frequency, and not even on the filter you want to use, I would implement several, and let the user set the parameters.
The first thing that I thought of is running average, and you can see that there are so many things to set, to get different outputs.
I'm working on an iOS music app (written in C++) and my model looks more or less like this:
--Song
----Track
----Track
------Pattern
------Pattern
--------Note
--------Note
--------Note
So basically a Song has multiple Tracks, a Track can have multiple Patterns and a Pattern has multiple Notes. Each one of those things is represented by a class and except for the Song object, they're all stored inside vectors.
Each Note has a "frame" parameter so that I can calculate when a note should be played. For example, if I have 44100 samples / second and the frame for a particular note is 132300 I know that I need that Note at the start of the third second.
My question is how I should represent those notes for best performance? Right now I'm thinking of storing the notes in a vector datamember of each pattern and than loop all the Tracks of the Song, than look the Patterns and than loop the Notes to see which one has a frame datamember that is greater than 132300 and smaller than 176400 (start of 4th second).
As you can tell, that's a lot of loops and a song could be as long as 10 minutes. So I'm wondering if this will be fast enough to calculate all the frames and send them to the buffer on time.
One thing you should remember is that to improve performance, normally memory consumption would have to increase. It is also relevant (and justified) in this case, because I believe you want to store the same data twice, in different ways.
First of all, you should have this basic structure for a song:
map<Track, vector<Pattern>> tracks;
It maps each Track to a vector of Patterns. Map is fine, because you don't care about the order of tracks.
Traversing through Tracks and Patterns should be fast, as their amounts will not be high (I assume). The main performance concern is to loop through thousands of notes. Here's how I suggest to solve it:
First of all, for each Pattern object you should have a vector<Note> as your main data storage. You will write all the changes on the Pattern's contents to this vector<Note> first.
vector<Note> notes;
And for performance considerations, you can have a second way of storing notes:
map<int, vector<Notes>> measures;
This one will map each measure (by its number) in a Pattern to the vector of Notes contained in this measure. Every time data changes in the main notes storage, you will apply the same changes to data in measures. You could also do it only once every time before the playback, or even while playback, in a separate thread.
Of course, you could only store notes in measures, without having to sync two sources of data. But it may be not so convenient to work with when you have to apply mass operations on bunches of notes.
During the playback, before the next measure starts, the following algorithm would happen (roughly):
In every track, find all patterns, for which pattern->startTime <= [current playback second] <= pattern->endTime.
For each pattern, calculate current measure number and get vector<Notes> for the corresponding measure from the measures map.
Now, until the next measure (second?) starts, you only have to loop through current measure's notes.
Just keep those vectors sorted.
During playback, you can just keep a pointer (index) into each vector for the last note player. To search for new notes, you check have to check the following note in each vector, no looping through notes required.
Keep your vectors sorted, and try things out - that is more important and any answer you can receive here.
For all of your questions you should seek to answer then with tests and prototypes, then you will know if you even have a problem. And also while trying it out you will see things that you wouldn't normally see with just the theory alone.
and my model looks more or less like this:
Several critically important concepts are missing from your model:
Tempo.
Dynamics.
Pedal
Instrument
Time signature.
(Optional) Tonality.
Effect (Reverberation/chorus, pitch wheel).
Stereo positioning.
Lyrics.
Chord maps.
Composer information/Title.
Each Note has a "frame" parameter so that I can calculate when a note should be played.
Several critically important concepts are missing from your model:
Articulation.
Aftertouch.
Note duration.
I'd advise to take a look at lilypond. It is typesetting software, but it is also one of the most precise way to represent music in human-readable text format.
My question is how I should represent those notes for best performance?
Put them all into std::map<Timestamp, Note> and find segment you want to playing using lower_bound/upper_bound. Alternatively you could binary search them in flat std::vector as long as data is sorted.
Unless you want to make a "beeper", making music application is much more difficult than you think. I'd strongly recommend to try another project.
I have a fairly simple board game i've been building in C++. Currently, players are assigned a player number (1, 2, 3...N) depending on the number of players in the game. Pretty standard. The players and their stats are kept in a file which include their name and their number. I then process turns via reading a directory with turn files. The turns are submitted by the players and contain only their player name and their task/turn. In the future, I plan to have player numbers change so to mix up the order of the game.
(if you're a board gamer, think Caylus or Agricola)
Players are read in at the start of the application. I then give a command and turns are processed. Basically, I simply read the directory of turns, 1 by 1, and match that turn to a player name. As it stands, there is no order in turn processing. Player 3 can go before player 2.
I figured this wasn't a great design so I came up with the following solution:
As I'm comparing which turn goes with which player, insert that turn into a std::map<int, Turn>, the key being the player number.
After I gather all the turns, search for player N, starting with 1, within the map and process his turn.
I'm iterating through the list of players again here because I need to match the player with the player number in order to process the turn.
Do this until I've processed all players.
Is there a better way to do this? This seems kludgey and a lot of overhead.
Thanks!
Note: My turn processing method takes in a Player class (which represents the player stats file) and a struct representing the turn read from the turn file.
So as I understand it, your problem is you have thee bits of linked data: Turns, PlayerIDs and PlayerTurnPositions (OK the latter 2 are ints but I'll assume you've typedef-ed them to something like that to avoid confusion). And you want to maintain a lookup from the PlayerID and PlayerTurnPosition values to the corresponding Turn, and also maintain a bidirectional relation between the Player info.
This is just screaming out to use a boost::bimap with some extra info attached to each pair relation; something like
boost::bimaps::bimap<
boost::bimaps::vector_of<PlayerID>,
boost::bimaps::vector_of<PlayerTurnPosition>,
boost::bimaps::with_info<boost::shared_ptr<Turn> >
>
should do the job nicely (although there are other options for the left/right view container types; set_of probably makes more sense given playerIDs and positions are presumably unique).
Example of this sort of with_info usage in the docs.
You might think of defining an Action class for a player acting in his turn, which is defined by a player number and a turn number, and define a comparison on this class. Read all Actions from the files, insert them into an ordered list, and then process these actions.