Out of bounds but it shouldn't - java

public class Ctrl {
Graph g = new Graph();
Edge[] edges = new Edge[g.getM()];
int[] verteY = new int[g.getM()];
int[] verteX = new int[g.getM()];
int[] vCost = new int[g.getM()];
int contor=0;
public void add(int x,int y,int c) {
System.out.println("contor:" + this.contor);
System.out.println("M:" + g.getM());
verteX[this.contor] = x;
verteY[this.contor] = y;
vCost[this.contor] = c;
this.contor = this.contor + 1;
}
and the output is
contor:0
M:5
why do I get java.lang.ArrayIndexOutOfBoundsException: 0 then?

It seems likely that a newly-initalized Graph's getM() returns zero, making all four arrays zero-size.
If g.getM() later changes, the arrays don't automatically get resized.
My recommendation would be to use ArrayList instead of raw arrays. This would make it easy to append to them.

Related

Fill ArrayList with objects fills with same values

I am trying to fill my empty ArrayList "circles" with objects Circle with random sizes and random locations, which I will later on paint. for loop fills array normally, but for some reason when I copy it with circ.addAll(circles) it doesn't work. I also tried to use .clone(), circ = circles,... but it ended up with either nullpoint exception error or all circles having same values. This is my code.
public class board {
public static int size = 400;
public static ArrayList<Circle> circles;
public static void fillArray(ArrayList<Circle> circ){
Random r = new Random();
int rand = r.nextInt(10)+5;
circles = new ArrayList<Circle>(rand);
System.out.println("random ="+ rand);
for(int i = 0; i< rand; i++){
circles.add(new Circle(Circle.x, Circle.y,Circle.size));
System.out.println(i+". "+ circles.get(i).x +" "+ circles.get(i).y +" size je "+ circles.get(i).size);
//fills normaly
}
circ.addAll(circles);
System.out.println("aaaaa"+circ.get(0).x);
//why same values?
System.out.println("fillArray circles= " +circ.get(0).x+circ.get(0).y+ " "+circ.get(1).x);
}
public static void main(String[] args) {
fillArray(circles);
}
my Circle class looks like this:
public class Circle {
public static int x,y;
public static int size;
public Circle(int x, int y, int size) {
this.x = randomLoc();
this.y = randomLoc();
this.size = randomSize();
}
public static int randomSize (){
int min = 15;
int max = 30;
Random r = new Random();
int rand = r.nextInt(max)+min;
return rand;
}
public static int randomLoc(){
int min = 12;
int max = board.size;
Random r = new Random();
int rand = r.nextInt(max)+min;
return rand;
}}
I am trying to fill my empty ArrayList "circles" with objects Circle with random sizes and random locations
But you're not doing that. The line
circles.add(new Circle(Circle.x, Circle.y,Circle.size));
adds a Circle with static field values. Presumably, your Circle class has something like this:
public class Circle {
public static int x, y, size; // perhaps with some initialized values
public Circle(int x, int y, int size) { /* ... */ }
}
So you add the same values to all the circles in the list. To randomize the size and location you would need to use the Random instance you created. Something like:
circles.add(new Circle(r.nextInt(10)+5, r.nextInt(10)+5, r.nextInt(10)+5));
For loop fills array normally, but for some reason when I copy it with circ.addAll(circles) it doesn't work.
You are confusing the 2 lists you created - circ and circles. You are passing the reference ArrayList<Circle> circles to the method, which is named circ inside the method scope. This is redundant since you can access the static circles from within the method without passing it as an argument. I suggest you solve your design issues before anything else.
What you probably want to do it initialize circ:
circ = new ArrayList<Circle>();
and note that the argument passed to the constructor is the initial capacity, which is a performance parameter, and almost certainly shouldn't be random.
Once you do that, the line circ.addAll(circles); is meaningless and should be removed. Just print circ to see the values (#Override Circle's toString).
Note: It's recommended to use the interface and not the implementation to hold the reference: List<Circle> list = new ArrayList<>();. You shouldn't care about the implementation details when all you do are list operations.
circ.addAll(circles) may not be working properly because it is only making a shallow copy and adding it to the arraylist. A shallow copy is a only a copy of the pointers of the original data, not the data itself. There may be errors happening behind the scenes because of this. Try adding the circle objects by creating a deep copy with the actual data.

How to get the nearest Vector to a given target from a list

So imagine I've created a Vector class with two variables x and y in Java:
public class Vector {
private int x;
private int y;
public Vector(int x, int y) {
this.x = x;
this.y = y;
}
public int getX() {
return this.x;
}
public int getY(){
return this.y;
}
}
Then I've craeted an ArrayList of vectors:
private List<Vector> vecs = new ArrayList<Vector>();
I've created in that list:
8,9
10,5
83473834,938849584985
etc ...
Now I want to get the closest vector to another vector.
Example:
private List<Vector> vecs = new ArrayList<Vector>();
private Vector vec = new Vector(1,1);
for(Vector vector:vecs) {
//What do i put here??
}
So what do i put in the for loop to make it select the nearest vector from the vector list?
I would start by adding a method to the Vector class, distanceTo, that calculates the distance from this vector to another one:
public double distanceTo(Vector vec) {
double dx = x - vec.x; //calculate the diffrence in x-coordinate
double dy = y - vec.y; //calculate the diffrence in y-coordinate
return Math.sqrt(dx*dx + dy*dy); //use the distance formula to find the difference
}
And then you can write the following method that returns the closest vector in a list to a given vector:
public static Vector closest(Vector target, List<Vector> list) {
Vector closest = list.get(0); //this variable will kep track of the closest vector we have found yet. We simply start with the first one
for(int i = 1; i < list.size(); i++) { //loop over the list, skipping the first entry
Vector curr = list.get(i); //get the current vector from the list
if (target.distanceTo(curr) < target.distanceTo(closest)) //if the current vector is closer to target than the closest one yet
closest = curr; //keep the current vector as the new closest one
}
return closest; //return the resulting vector
}
This method can then be used like this:
Vector target = new Vector(1, 2);
List<Vector> vecs = new ArrayList<Vector>();
vecs.add(new Vector(-2, 6));
vecs.add(new Vector(1, 3));
vecs.add(new Vector(4, 0));
vecs.add(new Vector(8, -1));
Vector closest = findClosest(target, vecs);
As you can see I tried to explain the code as best as I could, but feel free to ask any further questions!
EDIT another method is:
public double distanceTo(Vector vec1,Vector vec2) {
double dx = vec2.x - vec1.x; //calculate the diffrence in x-coordinate
double dy = vec.y - vec1.y; //calculate the diffrence in y-coordinate
return Math.sqrt(dx*dx + dy*dy); //use the distance formula to find the difference
}
This is if you can't put it into the vector class
This is a basic programming question. It is not related to OpenGL. A simple linear search could look as follows:
private List<Vector> vecs = new ArrayList<Vector>();
private Vector vec = new Vector(1,1);
Vector minDistanceVector = null;
int minDistanceSquared = Integer.MAX_VALUE;
for(Vector vector : vecs) {
//Calculate the distance
//This could be a member function of Vector
int dx = vector.getX() - vec.getX();
int dy = vector.getY() - vec.getY();
int squaredDistance = dx * dx + dy * dy;
if(squaredDistance < minDistanceSquared) {
minDistanceSquared = squaredDistance;
minDistanceVector = vector;
}
}
After that, you will have the closest vector in minDistanceVector. I chose Euclidean distance because this is probably what you want. But you could use any other distance, of course.
If you want something more efficient, you may want to build some acceleration data structure over the points and query that one (e.g. grid, kd-tree, quadtree...).

How to make polygon from > 100 000 points?

I'm trying to make Polygons from my file (x, y, z).
I have a lot of lines so I don't know how many records should be in every Polygon.
I think that I should do it when I'm loading file:
while (file.hasNextDouble()) {
a = br.nextDouble();
b = br.nextInt();
c = br.nextInt();
vertices.add(new Vertice(a, b, c));
}
Please, tell me how should I fix that loading code. Could you tell me how can I add e.g. every third record (a, b, c) to a new Polygon?
To make a polygon every 3 vertices.
I didn't test it, but that's the idea:
int i = 0;
int polySize = 3;
List<Polygon> polyList = new List<Polygon>();
Polygon poly = new Polygon();
while (file.hasNextDouble()) {
a = br.nextDouble();
b = br.nextInt();
c = br.nextInt();
vertice = new Vertice(a, b, c);
poly.add(vertice);
if (i == polySize-1)
{
polyList.add(poly);
poly = new Polygon();
i = 0;
}
i++;
}
Hope it helps...

Does this clockwise method work for polygons?

public class SimplePolygon {
protected int n; // number of vertices of the polygon
protected Point2D.Double[] vertices; // vertices[0..n-1] around the polygon
// boundary
protected SimplePolygon(int size) {
n = size;
this.vertices = new Point2D.Double[size];
}
protected SimplePolygon() {
n = 0;
}
public static SimplePolygon getNewPoly(Point2D.Double[] vertex) {
int size = vertex.length; // TODO: replace this line with your code
SimplePolygon p = new SimplePolygon(size);
// TODO: populate p.vertices[0..size-1] from input file
for(int i = 0; i < vertex.length; i++){
Point2D.Double[] pArray = p.vertices;
pArray[i] = vertex[i];
}
return p;
}
public int getSize() {
return n;
}
public Point2D.Double getVertex(int i) throws IndexOutOfBoundsException {
Point2D.Double u = null;
try{
u = vertices[i];
}catch(IndexOutOfBoundsException e){
e.printStackTrace();
}
return u;
}
public static double delta(Point2D.Double a, Point2D.Double b,
Point2D.Double c) {
double val = (a.getX()*b.getY()*1) + (a.getY()*1*c.getX())
+ (1*b.getX()*c.getY()) - (a.getY()*b.getX()*1)
- (a.getX()*1*c.getY()) - (1*b.getY()*c.getX());
return val;
}
Hi, I am trying to implement the "delta" method, but I have no way in telling if it's correct. The method says it returns "twice the signed area of oriented triangle." The instructions given were a little iffy on how we're suppose to calculate
I saw the matrix and a little bit of research showed cross product would work, but now I feel I would need to create a helper method that would determine if the three points are clockwise, counter clockwise, or colinear, which I have some idea on how to do. I just need help in determining if my delta method is correct.

How to sort a collection of points so that they set up one after another?

I have an ArrayList which contains coordinates of points:
class Point
{
int x, y;
}
ArrayList<Point> myPoints;
of such an image for example:
The problem is that these points are set chaotically in the ArrayList and I would like to sort them so that 2 points lying next to each other on the image are also one after another in the ArrayList. I can't come up with some good idea or algorithm to solve such a sorting... Are there some known methods of solving such problems?
edit:
The shape cannot cross over itself and let's assume that only shapes looking similarly like this can occur.
My thinking is that you first need a mathematical definition of your ordering. I suggest (Note, this definition wasn't clear in the original question, left here for completeness):
Starting with placing any point in the sequence, then perpetually append to the sequence the point closest to the current point and that hasn't already been appended to the sequence, until all points are appended to the sequence.
Thus with this definition of the ordering, you can derive a simple algorithm for this
ArrayList<point> orderedList = new ArrayList<point>();
orderedList.add(myList.remove(0)); //Arbitrary starting point
while (myList.size() > 0) {
//Find the index of the closest point (using another method)
int nearestIndex=findNearestIndex(orderedList.get(orderedList.size()-1), myList);
//Remove from the unorderedList and add to the ordered one
orderedList.add(myList.remove(nearestIndex));
}
The above is pretty universal (regardless of the algorithm for finding the next point). Then the "findNearestIndex" method could be defined as:
//Note this is intentially a simple algorithm, many faster options are out there
int findNearestIndex (point thisPoint, ArrayList listToSearch) {
double nearestDistSquared=Double.POSITIVE_INFINITY;
int nearestIndex;
for (int i=0; i< listToSearch.size(); i++) {
point point2=listToSearch.get(i);
distsq = (thisPoint.x - point2.x)*(thisPoint.x - point2.x)
+ (thisPoint.y - point2.y)*(thisPoint.y - point2.y);
if(distsq < nearestDistSquared) {
nearestDistSquared = distsq;
nearestIndex=i;
}
}
return nearestIndex;
}
Update:
Since the question was revised to largely adopt the definition I used, I took out some of the caveats.
Here is a possible solution for you: our goal is to construct a path that visits each of points in your list exactly once before it loops back. We can construct paths recursively: we can pick any point from the original list as our starting point and make a trivial path that consists only of a single node. Then we can extend an already constructed path by appending a point that we haven't visited yet.
Then we assume that we can find a good order for the original list of points by making sure by choosing the path that has the smallest length. Here, by length I don't mean number of points in the path, but the total sum of the Euclidian distance between each pair of adjacent points on the path.
The only problem is: given such a path, which point should we append next? In theory, we'd have to try out all possibilities to see which one leads to the best overall path.
The main trick that the code below employs is that it uses the following heuristic: in each step where we have to append a new point to the path constructed so far, pick the point that minimizes the average distance between two adjacent points.
It should be noted that it would be a bad idea to include in this the "loop distance" between the last point on the path and the first point: as we keep adding points, we move away from the first path point more and more. If we included the distance between the two end points, this would severely affect the average distance between all adjacent pairs, and thus hurt our heuristic.
Here's a simple auxiliary class to implement the path construction outlined above:
/**
* Simple recursive path definition: a path consists
* of a (possibly empty) prefix and a head point.
*/
class Path {
private Path prefix;
private Point head;
private int size;
private double length;
public Path(Path prefix, Point head) {
this.prefix = prefix;
this.head = head;
if (prefix == null) {
size = 1;
length = 0.0;
} else {
size = prefix.size + 1;
// compute distance from head of prefix to this new head
int distx = head.x - prefix.head.x;
int disty = head.y - prefix.head.y;
double headLength = Math.sqrt(distx * distx + disty * disty);
length = prefix.length + headLength;
}
}
}
And here's the actual heuristic search algorithm.
/**
* Implements a search heuristic to determine a sort
* order for the given <code>points</code>.
*/
public List<Point> sort(List<Point> points) {
int len = points.size();
// compares the average edge length of two paths
Comparator<Path> pathComparator = new Comparator<Path>() {
public int compare(Path p1, Path p2) {
return Double.compare(p1.length / p1.size, p2.length / p2.size);
}
};
// we use a priority queue to implement the heuristic
// of preferring the path with the smallest average
// distance between its member points
PriorityQueue<Path> pq = new PriorityQueue<Path>(len, pathComparator);
pq.offer(new Path(null, points.get(0)));
List<Point> ret = new ArrayList<Point>(len);
while (!pq.isEmpty()) {
Path path = pq.poll();
if (path.size == len) {
// result found, turn path into list
while (path != null) {
ret.add(0, path.head);
path = path.prefix;
}
break;
}
loop:
for (Point newHead : points) {
// only consider points as new heads that
// haven't been processed yet
for (Path check = path; check != null; check = check.prefix) {
if (newHead == check.head) {
continue loop;
}
}
// create new candidate path
pq.offer(new Path(path, newHead));
}
}
return ret;
}
If you run this code on the sample points of your question, and then connect each adjacent pair of points from the returned list, you get the following picture:
This is not a Sort algorithm - it is more of a rearrangement to minimise a metric (the distance between consecutive points).
I'd attempt some kind of heuristic algorithm - something like:
Pick three consecutive points a, b, c.
If distance(a,c) < distance(a,b) then swap(a,b).
Repeat from 1.
It should be possible to calculate how many times you should need to cycle this to achieve a minimal arrangement or perhaps you could detect a minimal arrangement by finding no swaps during a run.
You may need to alternate the direction of your sweeps rather like the classic optimisation of bubble-sort.
Added
Experiment shows that this algorithm doesn't work but I've found one that does. Essentially, for each entry in the list find the closest other point and move it up to the next location.
private static class Point {
final int x;
final int y;
public Point(int x, int y) {
this.x = x;
this.y = y;
}
public String toString() {
return "(" + x + "," + y + ")";
}
public double distance(Point b) {
int dx = x - b.x;
int dy = y - b.y;
// Simple cartesian distance.
return Math.sqrt(dx * dx + dy * dy);
}
}
// Sample test data - forms a square.
Point[] points = new Point[]{
new Point(0, 0),
new Point(0, 1),
new Point(0, 2),
new Point(0, 3),
new Point(0, 4),
new Point(0, 5),
new Point(0, 6),
new Point(0, 7),
new Point(0, 8),
new Point(0, 9),
new Point(1, 9),
new Point(2, 9),
new Point(3, 9),
new Point(4, 9),
new Point(5, 9),
new Point(6, 9),
new Point(7, 9),
new Point(8, 9),
new Point(9, 9),
new Point(9, 8),
new Point(9, 7),
new Point(9, 6),
new Point(9, 5),
new Point(9, 4),
new Point(9, 3),
new Point(9, 2),
new Point(9, 1),
new Point(9, 0),
new Point(8, 0),
new Point(7, 0),
new Point(6, 0),
new Point(5, 0),
new Point(4, 0),
new Point(3, 0),
new Point(2, 0),
new Point(1, 0),};
public void test() {
System.out.println("Hello");
List<Point> test = Arrays.asList(Arrays.copyOf(points, points.length));
System.out.println("Before: " + test);
Collections.shuffle(test);
System.out.println("Shuffled: " + test);
List<Point> rebuild = new ArrayList<>(test);
rebuild.add(0, new Point(0, 0));
rebuild(rebuild);
rebuild.remove(0);
System.out.println("Rebuilt: " + rebuild);
}
private void rebuild(List<Point> l) {
for (int i = 0; i < l.size() - 1; i++) {
Point a = l.get(i);
// Find the closest.
int closest = i;
double howClose = Double.MAX_VALUE;
for (int j = i + 1; j < l.size(); j++) {
double howFar = a.distance(l.get(j));
if (howFar < howClose) {
closest = j;
howClose = howFar;
}
}
if (closest != i + 1) {
// Swap it in.
Collections.swap(l, i + 1, closest);
}
}
}
prints:
Before: [(0,0), (0,1), (0,2), (0,3), (0,4), (0,5), (0,6), (0,7), (0,8), (0,9), (1,9), (2,9), (3,9), (4,9), (5,9), (6,9), (7,9), (8,9), (9,9), (9,8), (9,7), (9,6), (9,5), (9,4), (9,3), (9,2), (9,1), (9,0), (8,0), (7,0), (6,0), (5,0), (4,0), (3,0), (2,0), (1,0)]
Shuffled: [(9,6), (0,9), (0,8), (3,9), (0,5), (9,4), (0,7), (1,0), (5,0), (9,3), (0,1), (3,0), (1,9), (8,9), (9,8), (2,0), (2,9), (9,5), (5,9), (9,7), (6,0), (0,3), (0,2), (9,1), (9,2), (4,0), (4,9), (7,9), (7,0), (8,0), (6,9), (0,6), (0,4), (9,0), (0,0), (9,9)]
Rebuilt: [(0,0), (0,1), (0,2), (0,3), (0,4), (0,5), (0,6), (0,7), (0,8), (0,9), (1,9), (2,9), (3,9), (4,9), (5,9), (6,9), (7,9), (8,9), (9,9), (9,8), (9,7), (9,6), (9,5), (9,4), (9,3), (9,2), (9,1), (9,0), (8,0), (7,0), (6,0), (5,0), (4,0), (3,0), (2,0), (1,0)]
which looks like what you are looking for.
The efficiency of the algorithm is not good - somewhere around O(n log n) - I hope you don't need to do this millions of times.
If you want the points to appear in a predictable order (say leftmost one at the start) you could add a fake point at the start of the list before rebuilding it and remove it after. The algorithm will always leave the first point alone.
I started this shortly after the question, but it had been delayed due to the question being put on hold. It's the simple approach that in the meantime also has been mentioned in the comments and other answers, but I'll post it here anyhow:
Here is a MCVE showing the simplest and most straightforward approach. The approach simply consists of picking an arbitrary point, and then continuing by always picking the point that is closest to the previous one. Of course, this has limitations:
It may pick the wrong point, when there are sharp corners or cusps
It's not very efficient, because it repeatedly does a search for the closest point
One approach for accelerating it could be to sort the points based on the x-coordinate, and then exploit this partial ordering in order to skip most of the points when looking for the next neighbor. But as long as you don't want to apply this to ten-thousands of points in a time-critical context, this should not be an issue.
The possible ambiguities, in turn, may be a problem, but considering that, one has to say that the problem is underspecified anyhow. In some cases, not even a human could decide which point is the appropriate "next" point - at least, when the problem is not extended to detect the "interior/exterior" of shapes (this is somewhat similar to the problem of ambiguities in the marching cube algorithm: You just don't know what the intended path is).
Note that most of the code is not really important for your actual question, but ... you did not provide such a "stub" implementation. The relevant part is === marked ===
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.Shape;
import java.awt.geom.Area;
import java.awt.geom.Ellipse2D;
import java.awt.geom.Path2D;
import java.awt.geom.PathIterator;
import java.awt.geom.Point2D;
import java.awt.geom.Rectangle2D;
import java.util.ArrayList;
import java.util.Collections;
import java.util.Iterator;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class SortShapePoints
{
public static void main(String[] args)
{
SwingUtilities.invokeLater(new Runnable()
{
#Override
public void run()
{
createAndShowGUI();
}
});
}
private static void createAndShowGUI()
{
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Shape shape = createExampleShape();
List<Point2D> points = computePoints(shape, 6);
Collections.shuffle(points);
List<Point2D> sortedPoints = sortPoints(points);
Path2D path = createPath(sortedPoints, true);
f.getContentPane().add(new ShapePanel(points, path));
f.setSize(800, 800);
f.setLocationRelativeTo(null);
f.setVisible(true);
}
//=== Relevant part starts here =========================================
private static List<Point2D> sortPoints(List<Point2D> points)
{
points = new ArrayList<Point2D>(points);
List<Point2D> sortedPoints = new ArrayList<Point2D>();
Point2D p = points.remove(0);
sortedPoints.add(p);
while (points.size() > 0)
{
int index = indexOfClosest(p, points);
p = points.remove(index);
sortedPoints.add(p);
}
return sortedPoints;
}
private static int indexOfClosest(Point2D p, List<Point2D> list)
{
double minDistanceSquared = Double.POSITIVE_INFINITY;
int minDistanceIndex = -1;
for (int i = 0; i < list.size(); i++)
{
Point2D other = list.get(i);
double distanceSquared = p.distanceSq(other);
if (distanceSquared < minDistanceSquared)
{
minDistanceSquared = distanceSquared;
minDistanceIndex = i;
}
}
return minDistanceIndex;
}
//=== Relevant part ends here ===========================================
private static Shape createExampleShape()
{
Area a = new Area();
a.add(new Area(new Ellipse2D.Double(200, 200, 200, 100)));
a.add(new Area(new Ellipse2D.Double(260, 160, 100, 500)));
a.add(new Area(new Ellipse2D.Double(220, 380, 180, 60)));
a.add(new Area(new Rectangle2D.Double(180, 520, 260, 40)));
return a;
}
private static List<Point2D> computePoints(Shape shape, double deviation)
{
List<Point2D> result = new ArrayList<Point2D>();
PathIterator pi = shape.getPathIterator(null, deviation);
double[] coords = new double[6];
Point2D newPoint = null;
Point2D previousMove = null;
Point2D previousPoint = null;
while (!pi.isDone())
{
int segment = pi.currentSegment(coords);
switch (segment)
{
case PathIterator.SEG_MOVETO:
previousPoint = new Point2D.Double(coords[0], coords[1]);
previousMove = new Point2D.Double(coords[0], coords[1]);
break;
case PathIterator.SEG_CLOSE:
createPoints(previousPoint, previousMove, result, deviation);
break;
case PathIterator.SEG_LINETO:
newPoint = new Point2D.Double(coords[0], coords[1]);
createPoints(previousPoint, newPoint, result, deviation);
previousPoint = new Point2D.Double(coords[0], coords[1]);
break;
case PathIterator.SEG_QUADTO:
case PathIterator.SEG_CUBICTO:
default:
// Should never occur
throw new AssertionError("Invalid segment in flattened path!");
}
pi.next();
}
return result;
}
private static void createPoints(Point2D p0, Point2D p1,
List<Point2D> result, double deviation)
{
double dx = p1.getX() - p0.getX();
double dy = p1.getY() - p0.getY();
double d = Math.hypot(dx, dy);
int steps = (int) Math.ceil(d / deviation);
for (int i = 0; i < steps; i++)
{
double alpha = (double) i / steps;
double x = p0.getX() + alpha * dx;
double y = p0.getY() + alpha * dy;
result.add(new Point2D.Double(x, y));
}
}
public static Path2D createPath(Iterable<? extends Point2D> points,
boolean close)
{
Path2D path = new Path2D.Double();
Iterator<? extends Point2D> iterator = points.iterator();
boolean hasPoints = false;
if (iterator.hasNext())
{
Point2D point = iterator.next();
path.moveTo(point.getX(), point.getY());
hasPoints = true;
}
while (iterator.hasNext())
{
Point2D point = iterator.next();
path.lineTo(point.getX(), point.getY());
}
if (close && hasPoints)
{
path.closePath();
}
return path;
}
}
class ShapePanel extends JPanel
{
private final List<Point2D> points;
private final Shape shape;
public ShapePanel(List<Point2D> points, Shape shape)
{
this.points = points;
this.shape = shape;
}
#Override
protected void paintComponent(Graphics gr)
{
super.paintComponent(gr);
Graphics2D g = (Graphics2D) gr;
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g.setColor(Color.RED);
g.draw(shape);
g.setColor(Color.BLACK);
for (Point2D p : points)
{
g.fill(new Ellipse2D.Double(p.getX() - 1, p.getY() - 1, 2, 2));
}
}
}
This is a pretty open ended question but if you want them stored in a certain way you need to define the ordering more than "So that they are next to each other in the array" You need to have a function where you can take two points and say, Point A is less than Point B or vice versa, or they are equal.
If you have that, then the algorithm you need to sort them is already implemented and you can use it by implementing a Comparator as SANN3 said.
As a side note, you might not want to store a shape as a set of points. I think you might want to store them as a line? You can use a cubic spline to get almost any shape you want then you could save on storage...
I had a task to sort the points to represent a line. I decided to keep the full weight of the path and update it upon standard Collection operations accordingly. The solution should work in your case too. Just take the elements of this LinkedList ps and connect its head and tail. Also, you can add more operations like PointXY get(int index) etc. with a bit more forwarding to the underlying LinkedList in this composition. Finally, you should guard the collection with excessive defensive copies where necessary. I tried to keep it simple for the sake of brevity.
import java.util.Collection;
import java.util.Collections;
import java.util.Comparator;
import java.util.Iterator;
import java.util.LinkedList;
public class ContinuousLineSet implements Collection<PointXY> {
LinkedList<PointXY> ps = new LinkedList<>(); // Exposed for simplicity
private int fullPath = 0; // Wighted sum of all edges in ps
#Override
public int size() {
return ps.size();
}
#Override
public boolean isEmpty() {
return ps.isEmpty();
}
#Override
public boolean contains(Object o) {
return ps.contains(o);
}
#Override
public Iterator<PointXY> iterator() {
return ps.iterator();
}
#Override
public Object[] toArray() {
return ps.toArray();
}
#Override
public <T> T[] toArray(T[] a) {
return ps.toArray(a);
}
private int dist(PointXY a, PointXY b) {
return (a.x - b.x) * (a.x - b.x) + (a.y - b.y) * (a.y - b.y);
}
#Override
public boolean add(PointXY e) {
if (isEmpty())
return ps.add(e);
if (ps.getFirst().equals(e))
return false;
Iterator<PointXY> it = ps.iterator();
PointXY previous = it.next();
int asFirst = fullPath + dist(e, previous);
int minPath = asFirst;
int iMin = 0;
int i = 0;
while (it.hasNext()) {
i++;
PointXY next = it.next();
if (next.equals(e))
return false;
int asBetween = fullPath - dist(previous, next) + dist(previous, e) + dist(e, next);
if (asBetween < minPath) {
iMin = i;
minPath = asBetween;
}
previous = next;
}
int asLast = fullPath + dist(e, previous);
if (asLast < minPath) {
minPath = asLast;
iMin = size();
}
fullPath = minPath;
ps.add(iMin, e);
return true;
}
public void reverse() {
Collections.reverse(ps);
}
#Override
public boolean remove(Object o) {
PointXY last = null;
for (Iterator<PointXY> it = iterator(); it.hasNext();) {
PointXY p = it.next();
if (o.equals(p)) {
int part1 = last != null ? dist(last, p) : 0;
int part2 = it.hasNext() ? dist(p, it.next()) : 0;
fullPath -= part1 + part2;
break;
}
last = p;
}
return ps.remove(o);
}
#Override
public boolean containsAll(Collection<?> c) {
return ps.containsAll(c);
}
#Override
public boolean addAll(Collection<? extends PointXY> c) {
boolean wasAdded = false;
for (PointXY p : c) {
wasAdded |= add(p);
}
return wasAdded;
}
#Override
public boolean removeAll(Collection<?> c) {
boolean wasRemoved = false;
for (Object o : c) {
if (o instanceof PointXY) {
PointXY p = (PointXY) o;
wasRemoved |= remove(p);
}
}
return wasRemoved;
}
#Override
public boolean retainAll(Collection<?> c) {
ContinuousLineSet cls = new ContinuousLineSet();
for (Object o : c) {
if (o instanceof PointXY && ps.contains(o)) {
PointXY p = (PointXY) o;
cls.add(p);
}
}
int oldSize = ps.size();
ps = cls.ps;
fullPath = cls.fullPath;
return size() != oldSize;
}
#Override
public void clear() {
ps.clear();
fullPath = 0;
}
}
class PointXY {
public static PointXY of(int x, int y) {
return new PointXY(x, y);
}
public final int x, y;
private int hash;
private boolean wasHashInit = false;
private PointXY(int x, int y) {
this.x = x;
this.y = y;
}
#Override
public boolean equals(Object obj) {
if (!(obj instanceof PointXY))
return false;
PointXY p = (PointXY) obj;
return x == p.x && y == p.y;
}
#Override
public int hashCode() {
if (!wasHashInit) {
hash = 17;
hash = 31 * hash + y;
hash = 31 * hash + x;
wasHashInit = true;
}
return hash;
}
#Override
public String toString() {
return String.format("(%d, %d)", x, y);
}
}
public class Point implements Comparable
{
...
...
#Override
public int compareTo(Pointarg0)
{
....
}
...
}
...

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