Maze not working? - java

code:
Array is a predefined boolean array that I made, and val is the length of the array (it is a square). I use it as a starting point, rather than using a random value
import java.util.*;
import javax.swing.*;
public class Main
{
public void main()
{
String Val = JOptionPane.showInputDialog("Enter the number of rows/columns");
int x = Integer.parseInt(Val);
boolean mazeArch[][] = new boolean [x][x];
BoundariesDeclared(mazeArch, x);
generateMaze(mazeArch, x);
convertArray(mazeArch, x);
}
public void printArray(String Array[][]) // Prints out the array
{
for (int i =0; i < Array.length; i++) {
for (int j = 0; j < Array.length; j++) {
System.out.print(" " + Array[i][j]);
}
System.out.println("");
}
}
public void convertArray(boolean Array[][], int z)
{
String RealArray[][] = new String [z][z];
for(int x = 0; x < Array.length; x++)
{
for(int y = 0; y < Array.length; y++)
{
if(Array[x][y] == true)
{
RealArray[x][y] = "*";
}
if(Array[x][y] == false)
{
RealArray[x][y] = " ";
}
}
}
printArray(RealArray);
}
public void BoundariesDeclared(boolean Array[][], int y)
{
for(int x = 0; x < Array.length; x++)
Array[0][x] = true;
for (int x = 0; x < Array.length; x++)
Array[x][0] = true;
for (int x = 0; x < Array.length; x++)
Array[x][Array.length-1] = true;
for (int x = 0; x < Array.length; x++)
Array[Array.length-1][x] = true;
}
public void generateMaze(boolean Array[][], int val)
{
Stack<Integer> StackX = new Stack<Integer>();
Stack<Integer> StackY = new Stack<Integer>();
int x = val / 2; // Start in the middle
int y = val / 2; // Start in the middle
StackX.push(x);
StackY.push(y);
while(!StackX.isEmpty())
{
Array[x][y] = true; // is Visited
x = StackX.peek();
y = StackY.peek();
if(Array[x][y+1] == false)
{
StackX.push(x);
StackY.push(y+1);
y = y + 1;
}
else if(Array[x][y-1] == false)
{
StackX.push(x);
StackY.push(y-1);
y = y - 1;
}
else if(Array[x+1][y] == false)
{
StackX.push(x+1);
StackY.push(y);
x = x+1;
}
else if(Array[x-1][y] == false)
{
StackX.push(x-1);
StackY.push(y);
x = x-1;
}
else
{
StackX.pop();
StackY.pop();
}
}
}
}
Whenever I print the results, I only get stars, which mean that every single boolean is set to true. I understand my error, because I am visiting every spot the result will be that they are all set to true. But what can i do to fix this? I think I have the concept correct, just not the application. I previously asked the question and was told that I need to make two Arrays (1 for walls, another for visiting) but how would I apply this as well?

You didn't mention what are you trying to do. So not much we can help.
What is this maze doing?
What's your input?
What's your expected result?
Add this line and debug yourself.
public void generateMaze(boolean Array[][], int val) {
Stack<Integer> StackX = new Stack<Integer>();
Stack<Integer> StackY = new Stack<Integer>();
int x = val / 2; // Start in the middle
int y = val / 2; // Start in the middle
StackX.push(x);
StackY.push(y);
while (!StackX.isEmpty()) {
Array[x][y] = true; // is Visited
x = StackX.peek();
y = StackY.peek();
if (Array[x][y + 1] == false) {
StackX.push(x);
StackY.push(y + 1);
y = y + 1;
} else if (Array[x][y - 1] == false) {
StackX.push(x);
StackY.push(y - 1);
y = y - 1;
} else if (Array[x + 1][y] == false) {
StackX.push(x + 1);
StackY.push(y);
x = x + 1;
} else if (Array[x - 1][y] == false) {
StackX.push(x - 1);
StackY.push(y);
x = x - 1;
} else {
StackX.pop();
StackY.pop();
}
convertArray(Array, val); // add this line
}
}

The solution is still the same as when you last posted this question - you need to have two arrays
-one that is true for every place in the maze that is a wall - the maze's tiles
-one that starts all false - the solver's tiles
The solver can move onto a tile only if both arrays are false at that point, and sets the second array (the solver's tiles) to true while leaving the first array (the maze's tiles) alone.

This is not a 'coding' bug, per say. You simply don't know what behavior you want. Try commenting out the line where you generate the maze. Run your program with 6 as a parameter. You get:
* * * * * *
* *
* *
* *
* *
* * * * * *
What kind of maze is this? Where is the exit? Again, this is not a coding issue, this is a design flaw. Of course if you start within the bounds of this maze, you will visit all of the squares!

I'm not clear what do you expect in your output exactly, but I can see where the issue is. In your generateMaze() method you are travelling like in spiral mode which ends up touching each and every node in the end. Like suppose you have 5x5 array, you travel and make true like (boundaries are already true) [2,2]->[2,3]->[3,3]->[3,2]->[3,1]->[2,1]->[1,1]->[1,2]->[1,3]
you start from middle, you start visiting and take turns just before you find already true (boundary or visited), and it covers all the nodes

Related

search a given word into a letter puzzle diagonally

I have a two-dimensional array filled with random letters. I have words to find in that array.
I have written a toString method that uses:
startX : The start X position of the String to be found
startY : The start Y position of the String to be found
endX : The end X position of the String to be found
endY : The end Y position of the String to be found
The code that I provide works horizontally and vertically but does not work for diagonals. How can I print words which are placed in the array diagonally?
#Override
public String toString() {
StringBuilder sb = new StringBuilder();
if (startX == endX) {
if (startY < endY) {
for (int i = startY; i <= endY; i++)
sb.append(i).append("x").append(startY).append(" ");
} else {
for (int i = endY; i <= startY; i++)
sb.append(i).append("x").append(startY).append(" ");
}
}
if (startY == endY) {
if (startX < endX) {
for (int i = startX; i <= endX; i++)
sb.append(i).append("x").append(startY).append(" ");
} else
for (int i = endX; i <= startX; i++)
sb.append(i).append("x").append(startY).append(" ");
}
if (startX > endX && startY > endY) {
int i = startX;
int j = startY;
while (i >= endX)
sb.append(i--).append("x").append(j--).append(" ");
} else if (startX > endX && startY < endY) {
int i = startX;
int j = startY;
while (i >= endX)
sb.append(i--).append("x").append(j++).append(" ");
} else if (startX < endX && startY > endY) {
int i = startX;
int j = startY;
while (i >= endX)
sb.append(i++).append("x").append(j--).append(" ");
} else if (startX < endX && startY < endY) {
int i = startX;
int j = startY;
while (i >= endX)
sb.append(i++).append("x").append(j++).append(" ");
}
return sb.toString();
}
I assume that what you are looking for is a way to find a word in a letter puzzle.
In such a case, I suggest you to store the puzzle on a 2D array and the word to find in a String. Then you need to check all the positions of the array that have the same character than the begining character of the String you are looking for (in the code I provide: findWord). Once you find a match, you need to check the rest of the characters of the string (in the code I provide: checkDirections). If the rest of the characters match then you have found the string, otherwise you need to check for the other directions or for the next appearance of the first letter of the string.
Next I provide the code:
package letterPuzzle;
import java.util.Random;
public class LetterPuzzle {
private static final String ALPHABET = "abcdefghijklmnopqrstuvwxyz";
private static final int[] DIRECTIONS_X = new int[] { 0, 0, 1, -1, 1, 1, -1, -1 };
private static final int[] DIRECTIONS_Y = new int[] { 1, -1, 0, 0, 1, -1, 1, -1 };
private static int N;
private static char[][] puzzle;
private static void initializePuzzle() {
Random r = new Random();
puzzle = new char[N][N];
for (int i = 0; i < N; ++i) {
for (int j = 0; j < N; ++j) {
puzzle[i][j] = ALPHABET.charAt(r.nextInt(ALPHABET.length()));
}
}
// Add the JAVA word in a location
if (N < 6) {
System.out.println("[ERRRO] Example needs N >= 6");
System.exit(1);
}
puzzle[2][3] = 'j';
puzzle[3][3] = 'a';
puzzle[4][3] = 'v';
puzzle[5][3] = 'a';
}
private static void printPuzzle() {
System.out.println("[DEBUG] Puzzle");
for (int i = 0; i < N; ++i) {
for (int j = 0; j < N; ++j) {
System.out.print(puzzle[i][j] + " ");
}
System.out.println("");
}
System.out.println("[DEBUG] End Puzzle");
}
private static boolean findWord(String word) {
for (int i = 0; i < N; ++i) {
for (int j = 0; j < N; ++j) {
// We check all the matrix but only try to match the word if the first letter matches
if (puzzle[i][j] == word.charAt(0)) {
if (checkDirections(i, j, word)) {
return true;
}
}
}
}
return false;
}
private static boolean checkDirections(int initX, int initY, String word) {
System.out.println("Searching " + word + " from (" + initX + ", " + initY + ")");
// Checks the different directions from (initX, initY) position
for (int dirIndex = 0; dirIndex < DIRECTIONS_X.length; ++dirIndex) {
System.out.println(" - Searching direction " + dirIndex);
boolean wordMatches = true;
// Checks all the characters in an specific direction
for (int charIndex = 0; charIndex < word.length() && wordMatches; ++charIndex) {
int x = initX + DIRECTIONS_X[dirIndex] * charIndex;
int y = initY + DIRECTIONS_Y[dirIndex] * charIndex;
System.out.println(" -- Checking position (" + x + ", " + y + ")");
if (x < 0 || y < 0 || x >= N || y >= N || puzzle[x][y] != word.charAt(charIndex)) {
System.out.println(" -- Not match");
wordMatches = false;
} else {
System.out.println(" -- Partial match");
}
}
// If the word matches we stop, otherwise we check other directions
if (wordMatches) {
return true;
}
}
return false;
}
public static void main(String[] args) {
// Check args
if (args.length != 2) {
System.err.println("[ERROR] Invalid usage");
System.err.println("[ERROR] main <puzzleSize> <wordToSearch>");
}
// Get args
N = Integer.valueOf(args[0]);
String word = args[1];
// Initialize puzzle (randomly)
initializePuzzle();
printPuzzle();
// Search word
boolean isPresent = findWord(word);
if (isPresent) {
System.out.println("Word found");
} else {
System.out.println("Word NOT found");
}
}
}
Notice that:
The puzzle matrix is randomly initialized and I hardcoded the word 'java' on the 2,3 -> 5,3 positions (this is just for the example but you should initialize the puzzle from the command line or from a file).
The ALPHABET variable is used only for the random generation.
The directions are stored on two 1D arrays to make the 8 directions programatically but you can unroll for the sake of clarity.
It is probably not best efficient code in terms of performance since you will double check lots of positions if the first character of the string appears several times. However it is still a feasible and easy solution.
If :
each word of yours is in a particular row and doesn't overflows to next row and
all words are consecutive
then you can do something like this:
#Override
public String toString()
{
StringBuilder string = new StringBuilder();
for(int c = startY; c<=endY; c++) {
string.append(startX).append("x").append(c).append(", ");
}
return string.toString();
}

Calculating next frame in conways game of life using java

trying to create a Conways Game of life, but apparently the shapes are not like they have to be. Perhaps someone can help me find the issue.
For example the glider :
- X - - - -
- - X X - -
- X X - - -
- - - - - -
becomes this
- - X X - -
- X - - - -
X X X - - -
- X X X - -
but should be like this :
- - X - - -
- - - X - -
- X X X - -
- - - - - -
And my code looks like this
public Frame(int x, int y) {
setWidth(x);
setHeight(y);
if (x<1)
frame = null;
else if (y<1)
frame = null;
else {
frame = new String [x][y];
for (int i=0; i<frame.length; i++) {
for (int j=0; j<frame[i].length; j++) {
frame [i][j] = DEAD;
}
}
} // else
} // construktor
public Integer getNeighbourCount(int x, int y) {
Frame cell = new Frame(getHeight(), getWidth());
int counter = 0;
if(frame[x][y].equals(ALIVE))
{
counter = counter - 1;
}
for(int i=x-1; i<=x+1;i++){
if(i<frame.length && i>0){
for(int j=y-1; j<=y+1;j++){
if(j<frame[i].length && j>0){
if (frame[i][j]==ALIVE) {
counter++;
}
}
}
}
}
return counter;
}
public Frame nextFrame() {
// Returns next frame
Frame cell = new Frame(getWidth(), getHeight());
//cell.frame = new String[getWidth()][getHeight()];
for(int i = 0; i < frame.length; i++){
for(int j =0; j <frame[i].length;j++){
int n = getNeighbourCount(i,j);
if(cell.frame[i][j]==null) {
cell.frame[i][j] = DEAD;
}
if (isAlive(i, j) && n < 2 || n > 3) {
cell.frame[i][j] = DEAD;
}
if (isAlive(i, j) && n == 3 || n == 2){
cell.frame[i][j] = ALIVE;
}
if(!isAlive(i, j) && n == 3) {
cell.frame[i][j] = ALIVE;
}
if(isAlive(i, j) && n > 3){
cell.frame[i][j] = DEAD;
}
frame[i][j] = cell.frame[i][j];
}
}
cell.toString();
return cell;
}
`
Full code http://pastebin.com/LMwz724H
Here's a solution that works - using an enum for each cell and getting the i/j and x/y stuff right (I think). It certainly generates the correct first iteration:
static class GameOfLife {
final int w;
final int h;
State[][] frame;
enum State {
Dead, Alive;
}
public GameOfLife(int w, int h) {
this.w = w;
this.h = h;
frame = new State[h][w];
}
public void alive(int x, int y) {
frame[y][x] = State.Alive;
}
public void tick() {
frame = nextGeneration();
}
private int surroundingPopulation(int x, int y) {
int pop = 0;
for (int i = y - 1; i <= y + 1; i++) {
for (int j = x - 1; j <= x + 1; j++) {
// On frame - vertically.
if ((i >= 0 && i < h)
// On frame horizontally.
&& (j >= 0 && j < w)
// Alive
&& (frame[i][j] == State.Alive)
// Not the center.
&& (i != y || j != x)) {
pop += 1;
}
}
}
return pop;
}
private State[][] nextGeneration() {
State[][] next = new State[h][w];
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
int pop = surroundingPopulation(x, y);
// Any live cell
if (frame[y][x] == State.Alive) {
if (pop < 2) {
// ... with fewer than two live neighbours dies, as if caused by under-population.
next[y][x] = State.Dead;
} else if (pop > 3) {
// ... with more than three live neighbours dies, as if by overcrowding.
next[y][x] = State.Dead;
} else {
// ... with two or three live neighbours lives on to the next generation.
next[y][x] = State.Alive;
}
} else {
// Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.
if (pop == 3) {
next[y][x] = State.Alive;
}
}
}
}
return next;
}
#Override
public String toString() {
StringBuilder s = new StringBuilder();
for (State[] row : frame) {
for (State c : row) {
s.append(c == State.Alive ? "X" : " ");
}
s.append("\r\n");
}
return s.toString();
}
}
public void test() {
GameOfLife g = new GameOfLife(6, 6);
g.alive(1, 0);
g.alive(2, 1);
g.alive(3, 1);
g.alive(1, 2);
g.alive(2, 2);
System.out.println("Before:\r\n" + g);
g.tick();
System.out.println("After:\r\n" + g);
}
I believe the problem is that you are copying the new value as you iterate through the loop. This means neighbours are using the value from the next tick rather than the current one.
You can fix this by waiting until you calculated all new values in your new frame: cell.frame and then iterate through the frame again and copy from cell.frame to frame.
An alternative (better in my view) is to have away of cloning a frame during construction. Then you could change your nextFrame method to create a clone of frame and use the clone to set the new values in frame.
You are changing the DEAD and ALIVE frames while you iterate through the grid. You need to store the coordinates which should die or become alive and perform that afterwards.
Store the coordinates in two ArrayLists (dead, alive). The first and second position is the x and y axis, and change those coordinates according to whether they should become alive or not.
Here's a snippet from a simple test I wrote a while back. As others have mentioned, don't change values on an active board while still reading them. Instead, clone the board and make changes to the copy while reading the current board.
Another problem I bumped into a few times was iterating over y, then x for each y, but referring to x,y when accessing a point. It feels back to front :)
// Rules:
// 1) Any live cell with fewer than two live neighbours dies, as if caused by under-population.
// 2) Any live cell with two or three live neighbours lives on to the next generation.
// 3) Any live cell with more than three live neighbours dies, as if by overcrowding.
// 4) Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.
void mutateGrid() {
// Copy existing grid into the next generation's grid
boolean[][] mutatedGrid = new boolean[gridXWidth][gridYHeight];
for (int i = 0; i < gridXWidth; i++) {
System.arraycopy(grid[i], 0, mutatedGrid[i], 0, gridYHeight);
}
// Start mutation rules
for (int y = 0; y < gridYHeight; y++) {
for (int x = 0; x < gridXWidth; x++) {
int liveNeighbours = countLiveNeighbours(x,y);
if (liveNeighbours < 2 || liveNeighbours > 3) {
mutatedGrid[x][y] = false;
}
else if (liveNeighbours == 3) {
mutatedGrid[x][y] = true;
}
}
}
grid = mutatedGrid;
}
int countLiveNeighbours(int x, int y) {
int count = 0;
for (int j = y-1; j <= y+1; j++) {
for (int i = x-1; i <= x+1; i++) {
if (i < 0 || j < 0 || i >= gridXWidth || j >= gridYHeight){
continue;
}
if (grid[i][j]) {
count++;
}
}
}
count -= grid[x][y]?1:0; // remove self from count
return count;
}

Java finding full routes in NxN grid [duplicate]

This question already has answers here:
How do I do a deep copy of a 2d array in Java?
(7 answers)
Closed 8 years ago.
So I am trying to make an algorithm for finding full paths in NxN grid. For example in 1x1 grid there is 1 possible path, in 2x2 grid there is 1, in 3x3 there is 2 and in 4x4 there is 8. The idea is to find scenarios where we can fill every spot of the grid by moving.
I have made a recursive function for the job and here is the code:
public static int getRoutesHelp(int[][] table, int x, int y)
{
if(x > table.length-1 || x < 0 || y < 0 || y > table.length-1)
return 0;
if(table[x][y] == 1)
return 0;
table[x][y] = 1;
if(isDeadEnd(table, x, y))
{
if(isTableFull(table))
return 1;
}
else
{
int a = getRoutesHelp(table, x-1, y);
int d = getRoutesHelp(table, x, y+1);
int b = getRoutesHelp(table, x+1, y);
int c = getRoutesHelp(table, x, y-1);
return a+b+c+d;
}
return 0;
}
public static int getRoutes(int size)
{
int[][] table = new int[size][size];
// init table
for(int i = 0; i < size; i++)
{
for(int a = 0; a < size; a++)
{
table[i][a] = 0;
}
}
return getRoutesHelp(table, 0 ,0);
}
So basically I start from 0.0 and start moving to all possible directions and by repeating this I get the amount of successful routes. The problem is that after the assignment of int d the original table is somehow filled with 1 but it should be empty as far as I understand because java passes a copy of the table right? I've been fighting with this for like 4 hours and can't really find the problem so any help is appreciated. Empty slots in table are marked with 0 and filled slots with 1.
EDIT: I managed to fix the issue I had with the copying and now my other problem is that with 5x5 grid my algorithm returns 52 routes and it should be 86. So it works with 4x4 grid okay, but once I move further it breaks.
Added the isDeadEnd function here
public static boolean isDeadEnd(int[][] table, int x, int y)
{
int toCheck[] = new int[4];
toCheck[0] = x-1; // left
toCheck[1] = y-1; // top
toCheck[2] = x+1; // right
toCheck[3] = y+1; // bottom
int valuesOfDirections[] = new int[4]; // left, top, right, bottom
for(int i = 0; i < 4; i++)
{
int tarkastettava = toCheck[i];
if(tarkastettava > table.length-1 || tarkastettava < 0)
{
valuesOfDirections[i] = 1;
}
else
{
if(i == 0 || i == 2)
{
valuesOfDirections[i] = table[tarkastettava][y];
}
else
{
valuesOfDirections[i] = table[x][tarkastettava];
}
}
}
for(int i = 0; i < 4; i++)
{
if(valuesOfDirections[i] == 0)
{
return false;
}
}
return true;
}
Come to think of it, you probably can do a simple backtrack here:
table[x][y] = 1;
if(isDeadEnd(table, x, y)) {
if(isTableFull(table))
return 1;
}
table[x][y] = 0;
}
And later:
int res = a + b + c + d;
if (res == 0) {
// backtrack here too
table[x][y] = 0;
}
return res;

Minesweeper program java x and y on 2d array are switched

im creating a code for Minesweeper and trying to implement a GUI. But the problem is that when i run the code and play the game, the position i click on the board reveals the y,x coordinate of that location on the answer board rather than the x, y coordinate. Ive been trying to fix this but i cant see to figure it out. i think it maybe is the way i create the board, but i tried everything i could think of.
class Board{
public MsGUI gui;
private static char[][] userBoard;
private static char[][] solutionBoard;
private static int boundSize = 5;
public Board(){
userBoard = new char[][] {{'-','-','-','-','-'},
{'-','-','-','-','-'},
{'-','-','-','-','-'},
{'-','-','-','-','-'},
{'-','-','-','-','-'}};
solutionBoard = new char[][] {{'0','2','B','2','0'},
{'0','3','B','3','0'},
{'1','3','B','3','1'},
{'B','1','3','B','2'},
{'1','1','2','B','2'}};
return;
}
private static void printBoard(char[][] board){
for (int x = 0; x < boundSize; x++){
for(int y = 0; y < boundSize; y++){
System.out.print(" " + Character.toString(board[x][y]));
}
System.out.println("");
}
System.out.println("");
}
public void flagCell(int xCoordinate, int yCoordinate){
userBoard[xCoordinate][yCoordinate] = 'F';
}
public boolean isFlagged(int xCoordinate,int yCoordinate){
if(userBoard[xCoordinate][yCoordinate] == 'F'){
return true;
}
else{
return false;
}
}
public int getHeight() {
return userBoard.length;
}
public int getWidth(){
return userBoard[0].length;
}
public char getValue(int xCoordinate, int yCoordinate) {
return userBoard[xCoordinate][yCoordinate];
}
private static boolean checkIfAlreadyMarked(int xCoordinate, int yCoordinate)
{
boolean marked = false;
if (Character.toString(userBoard[xCoordinate][yCoordinate]).equals("-") == false)
{
marked = true;
}
return marked;
}
public void revealCell(int xCoordinate, int yCoordinate){
int count = 0;
for(int i = 0;i < userBoard.length;i++){
for(int J = 0;J < userBoard[i].length;J++){
if(userBoard[i][J] != '-'){
count = count + 1;
}
}
if(count == 19){
gui.win("you won");
return;
}
}
if(solutionBoard[xCoordinate][yCoordinate] == 'B'){
userBoard[xCoordinate][yCoordinate] = solutionBoard[xCoordinate][yCoordinate];
gui.lose("You lost. Better luck next time!");
return;
}
if(solutionBoard[xCoordinate][yCoordinate] != '0'){
userBoard[xCoordinate][yCoordinate] = solutionBoard[xCoordinate][yCoordinate];
}else{
userBoard[xCoordinate][yCoordinate] = solutionBoard[xCoordinate][yCoordinate];
for(int i = 1; i > -2; i--){
if(xCoordinate-i >= solutionBoard.length || xCoordinate-i < 0)
continue;
for(int z = 1; z > -2; z--){
if(yCoordinate-z >= solutionBoard[xCoordinate].length || yCoordinate-z < 0)
continue;
else if(userBoard[xCoordinate-i][yCoordinate-z] == 'F' || userBoard[xCoordinate-i][yCoordinate-z] != '-')
continue;
else{
revealCell(xCoordinate-i, yCoordinate-z);
}
}
}
}
}
public void unflagCell(int xCoordinate, int yCoordinate){
userBoard[xCoordinate][yCoordinate]='-';
}
public static void main(String[] args){
Board b = new Board();
b.gui = new MsGUI(b);
b.gui.setVisible(true);
}
}
The way you are initializing the solutionBoard is not what you expect it to be.
If you get solutionBoard[0], you're not accessing the first column(which would be consistent with what I think is your understanding), but the first row(first item of the two-dimensional array): {'0','2','B','2','0'}
So if you want to have x for a row index and y for a column index and still keep this "readable" initialization, you'll have to swap the indices whenever you access the array.
But this will only help you with one problem - human readable array assignment in the beginning, but I think you'll regret this decision in the future.
EDIT:
You can have the array initialized as you want and still use readable format like this:
String readableBoard =
"0 2 B 2 0;" +
"0 3 B 3 0;" +
"1 3 B 3 1;" +
"B 1 B B 2;" +
"1 1 2 B 2";
char[][] board = initBoard(readableBoard);
....
private char[][] initBoard(String readableBoard){
char[][] board = new char[5][5];
String[] rows = readableBoard.split(";");
String[] fields = null;
for (int y = 0; y<rows.length;y++){
fields = rows[y].split(" ");
for (int x = 0; x<fields.length; x++){
board[x][y]=fields[x].charAt(0);
}
}
return board;
}
Now when you call
board[2][0]
You'll get 'B'
If you look at your nested for loops, you're printing off the columns instead of what I assume to be the desired rows. Try switching your for loops to iterate over y, then x.
for (int y = 0; y < boundSize; y++){
for(int x = 0; x < boundSize; x++){
System.out.print(" " + Character.toString(board[x][y]));
}
System.out.println("");
}
System.out.println("");

What am I missing in my solution? Convex Hull Finding Algorithm

I have been racking my brain around this problem for days now... I can't see what my algorithm could possibly be missing. This is the problem here.
From what I gather I am getting the points in a somewhat circular ccw order. So I've implemented a version of the graham scan that goes through looking to find the convex hull by ensuring it is using points that always give right-hand turns.
My algorithm works for all given test input and all input I can come up for it but it just won't get accepted by the online judge which is what is required for the assignment to be 'complete'.
Anyways, here is my code I would be forever in your debt if someone can find what I'm missing.
import java.util.Scanner;
import java.util.Vector;
import java.util.Arrays;
import java.util.Comparator;
public class Main {
public Main() {}
public void handlePoints(Point[] points) throws Exception {
int m = 1;
Vector<Point> convexHull = new Vector<Point>();
// This is THE ONLY gaurunteed point to be in the hull - and it is the lowest left point so that's ok.
convexHull.add(points[0]);
// Can be removed if ill-suited.
convexHull.add(points[1]);
for (int i = 2; i < points.length; i++) {
// Find the next valid point on the hull.
while (counterClockWise(convexHull.elementAt(m-1), convexHull.elementAt(m), points[i]) <= 0) {
convexHull.removeElementAt(m);
if (m > 1) {
m -= 1;
}
// All points are colinear
else if (i == points.length - 1) {
break;
}
else {
convexHull.add(points[i]);
i++;
}
}
convexHull.add(points[i]);
m++;
}
if (convexHull.size() <= 3) {
throw new Exception();
}
String test = "" + convexHull.size() + '\n';
for (Point p : convexHull) {
test += p.x + " " + p.y + '\n';
}
System.out.print(test);
}
// Simply calculated whether or not the 3 points form a countedClockWise turn.
public int counterClockWise(Point p1, Point p2, Point p3) {
return ((p2.x - p1.x) * (p3.y - p1.y)) - ((p2.y - p1.y) * (p3.x - p1.x));
}
// Rearranges the array to maintain its order but be started and ended by the point with the lowest y value
private static Point[] moveLowestToFront(Point[] array) {
// Rearrange for y:
int lowestY = 99999;
int lowestIndex = 0;
for (int i = 0; i < array.length; i++) {
if (array[i].y < lowestY) {
lowestY = array[i].y;
lowestIndex = i;
}
}
// Scan through again to see if there are any competing low-y values.
int lowestX = 99999;
for (int i = 0; i < array.length; i++) {
if (array[i].y == lowestY) {
if (array[i].x < lowestX) {
lowestX = array[i].x;
lowestIndex = i;
}
}
}
Point[] rearrangedPoints = new Point[array.length];
int j = 0;
// Take from low to end cutting off repeated start point.
for (int i = lowestIndex; i < array.length - 1; i++) {
rearrangedPoints[j] = array[i];
j++;
}
// Throw the remaining and put them at the end.
for (int i = 0; i < lowestIndex; i++) {
rearrangedPoints[j] = array[i];
j++;
}
// End the array with the repeated first point.
rearrangedPoints[array.length - 1] = array[lowestIndex];
return rearrangedPoints;
}
public static void main(String[] args) throws Exception {
Scanner sc = new Scanner(System.in);
Main convexHullFinder = new Main();
int numDataSets = sc.nextInt();
System.out.println(numDataSets);
for (int z = 0; z < numDataSets; z++) {
int numPoints = sc.nextInt();
Vector<Point> points = new Vector<Point>();
// Read in all the points for this set.
points.add(new Point(sc.nextInt(), sc.nextInt()));
int j = 1;
for (int i = 1; i < numPoints; i++) {
Point p = new Point(sc.nextInt(), sc.nextInt());
// Remove repeated points.
if (p.x < 0 || p.y < 0) {
throw new Exception();
}
if ( (p.x == points.elementAt(j-1).x) && (p.y == points.elementAt(j-1).y) ) {}
else {
points.add(p);
j++;
}
}
Point[] reducedPoints = points.toArray(new Point[points.size()]);
// Rearrange the set to start and end on the lowest Y point.
reducedPoints = moveLowestToFront(reducedPoints);
if (numPoints >= 3) {
convexHullFinder.handlePoints(reducedPoints);
}
else {
throw new Exception();
}
try {
System.out.println(sc.nextInt());
}
catch (Exception e) {
}
}
}
}
class Point {
public int x;
public int y;
public Point(int x, int y) {
this.x = x;
this.y = y;
}
}
From the sounds of it, the points are sorted such that Graham Scan applies. Therefore, I think your stack operation (handlePoints) is probably not right.
I'm more used to Andrew's algorithm (a modification of Graham Scan), but I'm fairly sure you shouldn't be adding points to the convex hull both inside and outside of the while loop. The reason being I'm fairly sure the purpose of the while loop remains the same regardless of which algorithm is used. It's to remove invalid points from the convex hull. However, there's a chance that you're adding points during the while loop.
I'm not sure that's all that needs fixed though, but I don't have anything set up to run Java at the moment.

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