Maze Generation - Converting From C++ - maze

Ok, many of you may not know what Pawn is. I'm converting the source from here http://en.wikipedia.org/wiki/User:Dllu/Maze to work in my SA:MP server. Pawn is a very easy code to understand so don't run because you don't know the language.
For some reason, only the outside padding and first cell (which they should be) are set to be in the maze. So, all the walls are there, and that's good. The problem is that only one cell is in the maze, and that is the starting point.
Please help!
I pasted it on Pastebin because pastebin actually has a pawn syntax.
http://pastebin.com/wN6KFyFz
Also, it is supposed to support both backtrack and prim. Both have the same outcome. From what I tested I know that it never reaches the debug prints that look like this ("%i, %i | %x, %x, %x"). Well, it does reach the one in the while(!successful) loop, 1 time or 2-3 every once in a while.

It's not working because you have changed some of the do...while loops in the C++ code to while loops in Pawn, which is not logically equivalent. do...while loops always execute at least once, whereas while loops execute zero or more times.
For example this code assumes that it will be run at least once:
do{
//randomly find a cell that's in the maze
xcur=rand()%(xsize-2)+1;
ycur=rand()%(ysize-2)+1;
}while(!MAZE[xcur][ycur].in ||
MAZE[xcur][ycur-1].in&&MAZE[xcur][ycur+1].in&&
MAZE[xcur-1][ycur].in&&MAZE[xcur+1][ycur].in);
If you change that to a while loop then the loop condition will test false (because you start on a cell that's in the maze and isn't surrounded by cells that are) and so the loop will not be entered, xcur and ycur will never change and you will be stuck at the starting location forever!
If whatever version of Pawn you are using doesn't support do...while loops then you can fake them like this:
new bool:doOnce;
doOnce=true;
while(doOnce||(condition))
{
doOnce=false;
// do stuff...
}
is the same as
do
{
// do stuff...
} while(condition)
assuming that evaluating the condition does not have any side effects, like incrementing or assigning variables, or Pawn is able to short-circuit the evaluation when doOnce is true.
Or else you can do it like this:
while(true)
{
// do stuff....
if(!condition)
break;
}

Related

Depth First Search Prolog

I'm trying to solve a water, jug problem (one 7L, one 4L, get 5L in the 7L jug) using dept first search. However something keeps going wrong whenever I try to get a new state back from one of my actions.
Prolog Code
I can't figure out what is going wrong, this is what the output looks like after trace:
enter image description here
Thanks in advance for any help!
You should copy and paste your code into your question; we cannot copy and paste it from your images, which makes it more work to help you, which in turn makes it less likely that we will help.
Some problems I noticed anyway:
Your first rule for go_to_goal/3 does not talk about the relation between ClosedList and Path. You will compute the path but will never be able to communicate it to the caller. (Then again, you also ignore Path in solve/0...) If your Prolog system gives you "singleton variable" warnings, you should never ignore them!
You are using the == operator wrong. The goal State == (5, X) states that at the end you are looking for a pair where the first component is 5 (this part is fine) and the second component is an unbound variable. In fact, after your computations, the second component of the pair will be bound to some arithmetic term. This comparison will always fail. You should use the = (unification) operator instead. == is only used rarely, in particular situations.
If you put a term like X+Y-7 into the head of a rule, it will not be evaluated to a number. If you want it to be evaluated to a number, you must use is/2 in the body of your rules.
Your most immediate problem, however, is the following (visible from the trace you posted): The second clause of go_to_goal/3 tries to call action/2 with a pair (0, 0) as the first argument. This always fails because the first argument of every clause of action/2 is a term state(X, Y). If you change this to state(0, 0) in go_to_goal/3, you should be able to make a little bit of progress.

Branching or if/else in GNU dc (desk calculator)

How would one go about branching in GNU dc? OpenBSD's implementation has conditionals with an else-branch, but GNU's does not... so you can conditionally execute one macro, but when it completes it drops you back in the same place in the code.
It seems like it could maybe be accomplished by leaving a sentinel value on the stack, but that's error-prone (especially so since dc can't do string comparison, so we're left with sentinels that are just numbers).
Maybe something to do with q/Q ?
Is this even possible?
I think I figured it out!
By using q/Q within a sub-macro, I return to one level above the calling macro, thus skipping any further code within the caller. If I called the sub-macro conditionally, this has the effect of making the rest of the calling-macro the "else" branch.
[[Input is an odd number.]P]sa
[[Input is an even number.]Pq]sb
[2%0=blax]sc
1lcx
Input is an odd number.
2lcx
Input is an even number.

state chart of brainfuck interpreter

i have written an alpha version of an brainfuck ide. i wrote my own interpreter although i had massive help from my teacher regarding loops in the code because i had a really hard time understanding it in the "IT way". now for my report i need a state chart of the algorithm of the interpreter, how he handles each char.
i have come up with the following diagram, only thing missing is how the interpreter handles loops. i looked at the code my teacher wrote almost by himself but i dont understand it. i hope you can point me in the right direction here, i dont want a finished answer just a few sidenotes what is being done when an [ or ] is encountered in the code.
codeZeiger = codePointer (the pointer which moves through the code)
memoryZeiger = memoryPointer (the pointer wich moves through the memory stack)
memory = the memory stack
code = the code as a string oject
i = counter of the interpre() method (single chars are read from the string and then parsed through a switch statement whose statechart you see below)
You should really try to understand the looping mechanism. In brainfuck, loops are enclosed with [ and ]. That means the code inside the brackets will execute and start all over again if a certain condition is met. For example:
1: [
2: cmd1
3: cmd2
4: ]
5: cmd3
Line 1 checks whether memory[memoryZeiger] is equal to 0. If it is, it jumps to line 5. If not, it executes cmd1, cmd2, and so on up to line 4. If your interpreter is on line 4, it automatically jumps to line1 (or it could check the condition and move one step further - but let's keep it simple and assume it jumps to line1). Then the whole process starts again.
So to answer your question about the state diagram. You need something like this:
_____________________________
| code[codeZeiger] == '[' |
-----------------------------
/ \
/ \
memory[memoryZeiger] == 0 memory[memoryZeiger] != 0
| |
"go to matching ']'" codeZeiger++
The other case for ] should be equivalent.
Btw, "matching ]" is important. Those brackets can be nested!
1) you don't need a statechart, as your compiler does not have states (only memory, memory pointer and code pointer and possibly two for finding the matching bracket) - a simple table like on wikipedia (german like your variable names) would be enough
2) if you stick to a statechart don't put conditions (like code[codeZeiger]=='+') into states but on the transitions
3) i must be changed to codeZeiger instead
4) The code to interpret brainfuck should be very simple. If you don't understand it read e.g. the wikipedia page and try to interpret the program given there without a software. Let it run on paper :)

Clone detection algorithm

I'm writing an algorithm that detects clones in source code. E.g. if there is a block like:
for(int i = o; i <5; i++){
doSomething(abc);
}
...and if this block is repeated somewhere else in the source code it will be detected as a clone. The method I am using at the moment is to create hashes for lines/blocks and compare them with hashes of other lines/blocks in the same source to see if there are any matches.
Now, if the same block as above was to be repeated somewhere with only the argument of doSomething different, it would not be detected as a clone even though it would appear very much like a clone to you and me. My algorithm detects exact matches but doesn't detect matching blocks where only the argument is different.
Could anyone suggest any ways of getting around this issue? Thanks!
Here's a super-simple way, which might go too far in erasing information (i.e., might produce too many false positives): replace every identifier that isn't a keyword with some fixed name. So you'd get
for (int DUMMY = DUMMY; DUMMY<5; DUMMY++) {
DUMMY(DUMMY);
}
(assuming you really meant o rather than 0 in the initialization part of the for-loop).
If you get a huge number of false positives with this, you could then post-process them by, for instance, looking to see what fraction of the DUMMYs actually correspond to the same identifier in both halves of the match, or at least to identifiers that are consistent between the two.
To do much better you'll probably need to parse the code to some extent. That would be a lot more work.
Well if you're going todo something else then you're going to have to parse to code at least a bit. For example you could detect methods and then ignore the method arguments in your hash. Anyway I think it's always true that you need your program to understand the code better than 'just text blocks', and that might get awefuly complicated.

What to put in the IF block and what to put in the ELSE block?

This is a minor style question, but every bit of readability you add to your code counts.
So if you've got:
if (condition) then
{
// do stuff
}
else
{
// do other stuff
}
How do you decide if it's better like that, or like this:
if (!condition) then
{
// do other stuff
{
else
{
// do stuff
}
My heuristics are:
Keep the condition positive (less
mental calculation when reading it)
Put the most common path into the
first block
I prefer to put the most common path first, and I am a strong believer in nesting reduction so I will break, continue, or return instead of elsing whenever possible. I generally prefer to test against positive conditions, or invert [and name] negative conditions as a positive.
if (condition)
return;
DoSomething();
I have found that by drastically reducing the usage of else my code is more readable and maintainable and when I do have to use else its almost always an excellent candidate for a more structured switch statement.
Two (contradictory) textbook quotes:
Put the shortest clause of an if/else
on top
--Allen Holub, "Enough Rope to Shoot Yourself in the Foot", p52
Put the normal case after the if rather than after the else
--Steve McConnell, "Code Complete, 2nd ed.", p356
I prefer the first one. The condition should be as simple as possible and it should be fairly obvious which is simpler out of condition and !condition
It depends on your flow. For many functions, I'll use preconditions:
bool MyFunc(variable) {
if (variable != something_i_want)
return false;
// a large block of code
// ...
return true;
}
If I need to do something each case, I'll use an if (positive_clause) {} else {} format.
If the code is to check for an error condition, I prefer to put that code first, and the "successful" code second; conceptually, this keeps a function call and its error-checking code together, which makes sense to me because they are related. For example:
if (!some_function_that_could_fail())
{
// Error handling code
}
else
{
// Success code
}
I agree with Oli on using a positive if clause when possible.
Just please never do this:
if (somePositiveCondition)
else {
//stuff
}
I used to see this a lot at one place I worked and used to wonder if one of the coders didn't understand how not works...
When I am looking at data validation, I try to make my conditions "white listing" - that is, I test for what I will accept:
if DataIsGood() then
DoMyNormalStuff
else
TakeEvasiveAction
Rather than the other way around, which tends to degenerate into:
if SomeErrorTest then
TakeSomeEvasiveAction
else if SomeOtherErrorCondition then
CorrectMoreStupidUserProblems
else if YetAnotherErrorThatNoOneThoughtOf then
DoMoreErrorHandling
else
DoMyNormalStuff
I know this isn't exactly what you're looking for, but ... A lot of developers use a "guard clause", that is, a negative "if" statement that breaks out of the method as soon as possible. At that point, there is no "else" really.
Example:
if (blah == false)
{
return; // perhaps with a message
}
// do rest of code here...
There are some hard-core c/c++/assembly guys out there that will tell you that you're destroying your CPU!!! (in many cases, processors favor the "true" statement and try to "prefetch" the next thing to do... so theoretically any "false" condition will flush the pipe and will go microseconds slower).
In my opinion, we are at the point where "better" (more understandable) code wins out over microseconds of CPU time.
I think that for a single variable the not operator is simple enough and naming issues start being more relevant.
Never name a variable not_X, if in need use a thesaurus and find an opposite. I've seen plenty of awful code like
if (not_dead) {
} else {
}
instead of the obvious
if (alive) {
} else {
}
Then you can sanely use (very readable, no need to invert the code blocks)
if (!alive) {
} else {
}
If we're talking about more variables I think the best rule is to simplify the condition. After a while projects tend to get conditions like:
if (dead || (!dead && sleeping)) {
} else {
}
Which translates to
if (dead || sleeping) {
} else {
}
Always pay attention to what conditions look like and how to simplify them.
Software is knowledge capture. You're encoding someone's knowledge of how to do something.
The software should fit what's "natural" for the problem. When in doubt, ask someone else and see what people actually say and do.
What about the situation where the "common" case is do nothing? What then
if( common ) {
// pass
}
else {
// great big block of exception-handling folderol
}
Or do you do this?
if( ! common ) {
// great big block of except-handling folderol
}
The "always positive" rule isn't really what you want first. You want to look at rules more like the following.
Always natural -- it should read like English (or whatever the common language in your organization is.)
Where possible, common cases first -- so they appear common.
Where possible use positive logic; negative logic can be used where it's commonly said that way or where the common case is a do-nothing.
If one of the two paths is very short (1 to 10 lines or so) and the other is much longer, I follow the Holub rule mentioned here and put the shorter piece of code in the if. That makes it easier to see the if/else flow on one screen when reviewing the code.
If that is not possible, then I structure to make the condition as simple as possible.
For me it depends on the condition, for example:
if (!PreserveData.Checked)
{ resetfields();}
I tend to talk to my self with what I want the logic to be and code it to the little voice in my head.
You can usually make the condition positive without switching around the if / else blocks.
Change
if (!widget.enabled()) {
// more common
} else {
// less common
}
to
if (widget.disabled()) {
// more common
} else {
// less common
}
Intel Pentium branch prediction pre-fetches instructions for the "if" case. If it instead follows the "else" branch: it has the flush the instruction pipeline, causing a stall.
If you care a lot about performance: put the most likely outcome in the 'if' clause.
Personally i write it as
if (expected)
{
//expected path
}
else
{
//fallback other odd case
}
If you have both true and false conditions then I'd opt for a positive conditional - This reduces confusion and in general I believe makes your code easier to read.
On the other hand, if you're using a language such as Perl, and particularly if your false condition is either an error condition or the most common condition, you can use the 'unless' structure, which executes the code block unless the condition is true (i.e. the opposite of if):
unless ($foo) {
$bar;
}
First of all, let's put aside situations when it is better to avoid using "else" in the first place (I hope everyone agrees that such situations do exist and determining such cases probably should be a separate topic).
So, let's assume that there must be an "else" clause.
I think that readability/comprehensibility imposes at least three key requirements or rules, which unfortunately often compete with each other:
The shorter is the first block (the "if" block) the easier is it to grasp the entire "if-else" construct. When the "if" block is long enough, it becomes way too easy to overlook existence of "else" block.
When the "if" and "else" paths are logically asymmetric (e.g. "normal processing" vs. "error processing"), in a standalone "if-else" construct it does not really matter much which path is first and which is second. However, when there are multiple "if-else" constructs in proximity to each other (including nesting), and when all those "if-else" constructs have asymmetry of the same kind - that's when it is very important to arrange those asymmetric paths consistently.
Again, it can be "if ... normal path ... else ... abnormal path" for all, or "if ... abnormal path ... else ... normal path" for all, but it should not be a mix of these two variants.
With all other conditions equal, putting the normal path first is probably more natural for most human beings (I think it's more about psychology than aesthetics :-).
An expression that starts with a negation usually is less readable/comprehensible than an expression that doesn't.
So, we have these three competing requirements/rules, and the real question is: which of them are more important than others. For Allen Holub the rule #1 is probably the most important one. For Steve McConnell - it is the rule #2. But I don't think that you can really choose only one of these rules as a single quideline.
I bet you've already guessed my personal priorities here (from the way I ordered the rules above :-).
My reasons are simple:
The rule #1 is unconditional and impossible to circumvent. If one of the blocks is so long that it runs off the screen - it must become the "else" block. (No, it is not a good idea to create a function/method mechanically just to decrease the number of lines in an "if" or "else" block! I am assuming that each block already has a logically justifiable minimum amount of lines.)
The rule #2 involves a lot of conditions: multiple "if-else" constructs, all having asymmetry of the same kind, etc. So it just does not apply in many cases.
Also, I often observe the following interesting phenomenon: when the rule #2 does apply and when it is used properly, it actually does not conflict with the rule #1! For example, whenever I have a bunch of "if-else" statements with "normal vs. abnormal" asymmetry, all the "abnormal" paths are shorter than "normal" ones (or vice versa). I cannot explain this phenomenon, but I think that it's just a sign of good code organization. In other words, whenever I see a situation when rules #1 and #2 are in conflict, I start looking for "code smells" and more often than not I do find some; and after refactoring - tada! no more painful choosing between rule #1 and rule #2, :-)
Finally, the rule #3 hase the smallest scope and therefore is the least critical.
Also, as mentined here by other colleagues, it is often very easy to "cheat" with this rule (for example, to write "if(disabled),,," instead of "if(!enabled)...").
I hope someone can make some sense of this opus...
As a general rule, if one is significantly larger than the other, I make the larger one the if block.
put the common path first
turn negative cheking into positive ones (!full == empty)
I always keep the most likely first.
In Perl I have an extra control structure to help with that. The inverse of if.
unless (alive) {
go_to_heaven;
} else {
say "MEDIC";
}
You should always put the most likely case first. Besides being more readable, it is faster. This also applies to switch statements.
I'm horrible when it comes to how I set up if statements. Basically, I set it up based on what exactly I'm looking for, which leads everything to be different.
if (userinput = null){
explodeViolently();
} else {
actually do stuff;
}
or perhaps something like
if (1+1=2) {
do stuff;
} else {
explodeViolently();
}
Which section of the if/else statement actually does things for me is a bad habit of mine.
I generally put the positive result (so the method) at the start so:
if(condition)
{
doSomething();
}
else
{
System.out.println("condition not true")
}
But if the condition has to be false for the method to be used, I would do this:
if(!condition)
{
doSomething();
}
else
{
System.out.println("condition true");
}
If you must have multiple exit points, put them first and make them clear:
if TerminatingCondition1 then
Exit
if TerminatingCondition2 then
Exit
Now we can progress with the usual stuff:
if NormalThing then
DoNormalThing
else
DoAbnormalThing

Resources