I'd like to input my own graphs for use with the Stanford GraphBase CWEB library. I found this example of a graph on the SGB webpage, and understand it for the most part. What I don't understand is why there are four zero-rows ("", 0\n) in the vertex list and so many zero-rows (0,0,0) in the edge-list. Graphs seem to compile fine without them, and I don't see their purpose.
The extra zero-lines are not strictly necessary. They're included so that when the graph is loaded, memory is preallocated for vertexes and arcs that might be added to the graph later on (for example, in some algorithm being run on the graph). This is as an alternative to dynamically allocating memory for the new vertexes and edges. It just so happens that the graph in that link is supposed to be used in conjunction with an algorithm that needs space for extra nodes and arcs on the graph.
Related
I'm using Graphviz and cgraph to layout some graphs and, for some cases, I already know the positions I want my nodes to be at (as they form a subgraph of a bigger graph).
Using the dot command line tool, you can add the -Knop layout option, but if try gvLayout(context, graph, "nop") in my code, or call gvParseArgs for dot -Knop arguments, the resulting graph has no edge routing, even though I have agset(graph, (char*)"splines", (char*)"true") in my code.
Is there any way I can achieve such edge routing for fixed node positions in cgraph?
I am working on a basic graph implementation(Adj List based) in C so that I can re-use the basic structure to solve all graph related problems.
To map a graph I draw on a paper,I want the best and easiest way.
Talking of the way I take the input rather then how should I go about implementing it! :)
Should I make an input routine which asks for all the nodes label first and then asks for what all edges are to be connected based on two labels?
What could be a good and quick way out? I want an easy way out which lets me spend less amount of energy on the "Input".
Best is to go for input of an edge list,
that is triplets of,
Source, Destination, Cost
This routine can be used to fill Adj List and Adj Matrix.
With the latter, you would need to properly initialize the Matrix though and setup a convention to determine non existent edges.
Here you find details about representation of graph:
Graph-internal-representaion
However here some codes in c++ and java are also given,which you can easily convert to C codes.
I've got a manually created NavGraph in a 3D environment. I understand (and have implemented previously) an A* routine to find my way through the graph once you've 'got on the graph'.
What I'm interested in, is the most optimal way to get onto and 'off' the Graph.
Ex:
So the routine go's something like this:
Shoot a ray from the source to the destination, if theres nothing in the way, go ahead and just walk it.
if theres something in the way, we need to use the graph, so to get onto the graph, we need to find the closest visible node on the graph. (to do this, I previously sorted the graph based on the distance from the source, then fired rays from closet to furthest till i found one that didn't have an obstacle. )
Then run the standard A*...
Then 'exit' the graph, through the same method as we got on the graph (used to calculate the endpoint for the above A*) so I take and fire rays from the endpoint to the closest navgraph node.
so by the time this is all said and done, unless my navgraph is very dense, I've spent more time getting on/off the graph than I have calculating the path...
There has to be a better/faster way? (is there some kind of spacial subdivision trick?)
You could build a Quadtree of all the nodes, to quickly find the closest node from a given position.
It is very common to have a spatial subdivision of the world. Something like a quadtree or octree is common in 3D worlds, although you could overlay a grid too, or track arbitrary regions, etc. Basically it's a simple data-structures problem of giving yourself some sort of access to N navgraph nodes without needing an O(N) search to find where you are, and your choices tend to come down to some sort of tree or some sort of hash table.
I have to make an application that recognizes inside an black and white image a piece of tetris given by the user. I read the image to analyze into an array.
How can I do something like this using C?
Assuming that you already loaded the images into arrays, what about using regular expressions?
You don't need exact shape matching but approximately, so why not give it a try!
Edit: I downloaded your doc file. You must identify a random pattern among random figures on a 2D array so regex isn't suitable for this problem, lets say that's the bad news. The good news is that your homework is not exactly image processing, and it's much easier.
It's your homework so I won't create the code for you but I can give you directions.
You need a routine that can create a new piece from the original pattern/piece rotated. (note: with piece I mean the 4x4 square - all the cells of it)
You need a routine that checks if a piece matches an area from the 2D image at position x,y - the matching area would have corners (x-2, y-2, x+1, y+1).
You search by checking every image position (x,y) for a match.
Since you must use parallelism you can create 4 threads and assign to each thread a different rotation to search.
You might not want to implement that from scratch (unless required, of course) ... I'd recommend looking for a suitable library. I've heard that OpenCV is good, but never done any work with machine vision myself so I haven't tested it.
Search for connected components (i.e. using depth-first search; you might want to avoid recursion if efficiency is an issue; use your own stack instead). The largest connected component should be your tetris piece. You can then further analyze it (using the shape, the size or some kind of border description)
Looking at the shapes given for tetris pieces in Wikipedia, called "I,J,L,O,S,T,Z", it seems that the ratios of the sides of the bounding box (easy to find given a binary image and C) reveal whether you have I (4:1) or O (1:1); the other shapes are 2:3.
To detect which of the remaining shapes you have (J,L,S,T, or Z), it looks like you could collect the length and position of the shape's edges that fall on the bounding box's edges. Thus, T would show 3 and 1 along the 3-sides, and 1 and 1 along the 2 sides. Keeping track of the positions helps distinguish J from L, S from Z.
I'm looking for articles on tile based games, like the old ultima 6&7, or even puzzle pirates. Specifically:
How they keep track of objects on the map. Objects such as other characters, or trees, or things the character can move.
AI behind the characters. How the game handles character behavior for
characters on the map that are off screen. Especially with very large maps and numerous characters.
I remember checking out Amit's Game Development page back when I wrote some games. He has a great sub-section on tiles that has most of what you want.
You could look through back issues of Game Developer magazine to see if something addresses what you're asking in detail.
For (1) the easiest way of dealing with a tile-based map where each tile can contain multiple objects is to just have a big multidimensional array of structs representing each tile. The struct contains a pointer to the head of a linked list representing all the objects in that tile. This is very memory efficient and lets you quickly find everything in a certain tile while also enumerating them along some other axis (eg, owner, allocation arena, etc).
RogueBasin is devoted to Rogue-like games (e.g. Rogue, NetHack, ). All of those games were based on a simple square grid. The site has an extensive section on developing games like that: http://roguebasin.roguelikedevelopment.org/index.php?title=Articles
You will find both suggestions and code there which could be used to build a game like you describe. After all, the only real difference between Rogue/Larn/NetHack/etc. and Diablo or the Ultima series is using simple text characters to depict the map and gameplay vs. isometric sprites.
In particular you will find information about calculating the area illuminated by a torch or lantern the user is carrying, data structures for storing maps, algorithms for automatic generation of maps, and lots of notes for how different games which have already been written chose to address these problems.
Check out Gamasutra. They have loads of articles for all kinds of game development.
The map would be an array of values. It could be divided into discrete parts. Only parts in range of the player would be loaded and the objects & npc in these parts active.
Since the old hardware had very limited memory and cpu, those games would only be able to load and process parts of the maps.