我正在尝试以效率和模式匹配功能为重点来实现生活游戏。图案是闪光灯,滑翔机,十字架等。
我有一个世界的一维数组,以及一个宽度和高度。为了找到邻居,我想计算摩尔社区的索引,然后检查这些是否是哈希,如果它们是,这会增加 get_neighbours 函数的返回变量。北方和南方似乎有效,但东方和西方却没有。NE, SE, SW, NW 都是基于前面的逻辑(即向北向西走)。
int get_neighbours(int loc) {
int neighbours = 0;
int n = mod(loc - grid_width, total);
int e = mod(loc + 1, grid_width) + grid_width;
int s = mod(loc + grid_width, total);
int w = mod(loc - 1, grid_width) + grid_width;
int nw = mod(w - grid_width, total);
int ne = mod(e - grid_width, total);
int se = mod(e + grid_width, total);
int sw = mod(w + grid_width, total);
//Northwest
if (grid[nw] == '#') {
neighbours++;
}
//North
if (grid[n] == '#') {
neighbours++;
}
//Northeast
if (grid[ne] == '#') {
neighbours++;
}
//East
if (grid[e] == '#') {
neighbours++;
}
//Southeast
if (grid[se] == '#') {
neighbours++;
}
//South
if (grid[s] == '#') {
neighbours++;
}
//Southwest
if (grid[sw] == '#') {
neighbours++;
}
//West
if (grid[w] == '#') {
neighbours++;
}
return neighbours;
}
int mod(int a, int b) {
int ret = a % b;
if (b < 0) {
return mod(-a, -b);
}
else if (ret < 0) {
ret += b;
}
return ret;
}
对于模式匹配,我尝试使用与上述相同的逻辑来构建一个 5x5 子数组。这实质上使用了“读取头”。从提供的位置向东穿过世界,直到它移动了 5 个空间。然后,它返回到原始位置,向南移动正确的行数,然后再次向东移动,直到我们收集到 25 个索引。
char *get_subarray(int loc) {
char *subarray;
subarray = malloc(sizeof(char) * 25);
int i = 0;
int ptr = loc;
while (i < 25) {
subarray[i] = grid[ptr];
if ((i + 1) % 5 == 0) {
//return the read head to the original location, then travel south through the grid once for each of the times we have traversed a row
ptr = loc;
for (int k = 0; k <= (i / 5); k++) {
ptr = mod(ptr + grid_width, total);
}
} else {
ptr = mod(ptr + 1, grid_width) + grid_width;
}
i++;
}
subarray[i] = '\0';
return subarray;
}
当它这样做时,它从世界构建子数组,然后我可以 strcmp() 将它与字符串作为模式。
int cpu_get_crosses() {
int crosses = 0;
for (int i = 0; i < total; i++) {
if (strcmp(get_subarray(i), " # # # # ") == 0) {
crosses++;
}
}
return crosses;
}
作为参考,带有索引的 7x5 网格(带边界):
34|28 29 30 31 32 33 34|28
--|--------------------|--
6 |0 1 2 3 4 5 6 |0
13|7 8 9 10 11 12 13|7
20|14 15 16 17 18 19 20|14
27|21 22 23 24 25 26 27|21
34|28 29 30 31 32 33 34|28
--|--------------------|--
6 |0 1 2 3 4 5 6 |0
我很好奇什么逻辑可以让我在保留边界条件的同时计算摩尔邻域的索引,以便我可以正确计算邻居和子数组(因为它们都将使用相同的逻辑)。
编辑:如果有任何 googlers 想要的子数组函数。
char *get_subarray(int loc) {
char *subarray;
subarray = malloc(sizeof(char) * 25); //5x5 (=25) subarray
int i = 0;
int row = loc / grid_width;
int ptr = loc;
while (i < 25) {
subarray[i] = grid[ptr];
if ((i + 1) % 5 == 0) {
//return the read head to the original location, then travel south through the grid once for each of the times we have traversed a row
ptr = loc;
for (int k = 0; k <= (i / 5); k++) {
ptr = mod(ptr + grid_width, total);
}
row = ptr / grid_width;
} else {
ptr = mod(ptr + 1, grid_width) + row * grid_width;
}
i++;
}
subarray[i] = '\0';
return subarray;
}