Unable to detect if two rectangles are colliding C# - c#

I am working on a procedural room generator in c#, I would like the rooms not to overlap and I am having a hard time getting that to work. After #Idle_Mind's comments, I have a new problem. The Image produced by the program has many overlapping rooms. Bellow is the class that should handle the intersection checking and the placement of the rooms onto the tilemap
public int XSize, YSize;
private Cell[ , ] cells;
private List<Room> rooms;
public Tilemap(int xSize, int ySize)
{
XSize = xSize;
YSize = ySize;
rooms = new List<Room>();
cells = new Cell[XSize, YSize];
for (int y = 0; y < YSize; y++)
{
for (int x = 0; x < XSize; x++)
{
cells[x, y].type = CellType.Empty;
}
}
for (int i = 0; i < 10; i++)
{
GenerateRandomRoomSafe(10);
}
}
private Room GetRoomBounds()
{
Utils.Int2 min = new Utils.Int2(0, 0);
Utils.Int2 max = new Utils.Int2(XSize,YSize);
Utils.Int2 q1 = Utils.GetRandomCoords(min, max);
max.X = XSize - 1 - q1.X;
max.Y = YSize - 1 - q1.Y;
Utils.Int2 siz = Utils.GetRandomCoords(min, max);
Room check = new Room(q1.X, q1.Y, siz.X, siz.Y);
return check;
}
public void GenerateRandomRoomSafe(int maxTries)
{
Room check = new Room(0, 0, 0, 0);
bool isValid = false;
int tries = 0;
if (rooms.Count == 0)
{
isValid = true;
check = GetRoomBounds();
tries = 1;
}
else
{
while (!isValid && tries < maxTries)
{
check = GetRoomBounds();
for (int i = 0; i < rooms.Count; i++)
{
if (!rooms[i].Walls.IntersectsWith(check.Walls))
{
isValid = true;
break;
}
}
tries++;
}
}
if (isValid)
{
Console.WriteLine(check + " was placed after " + tries + " tries");
PlaceRoomUnsafe(check);
}
}
public void PlaceRoomUnsafe(Room r)
{
for (int y = r.Walls.Y; y <= r.Walls.Y + r.Walls.Height; y++)
{
cells[r.Walls.X, y].type = CellType.Wall;
}
for (int y = r.Walls.Y; y <= r.Walls.Y + r.Walls.Height; y++)
{
cells[r.Walls.X + r.Walls.Width, y].type = CellType.Wall;
}
for (int x = r.Walls.X; x <= r.Walls.X + r.Walls.Width; x++)
{
cells[x, r.Walls.Y].type = CellType.Wall;
}
for (int x = r.Walls.X; x <= r.Walls.X + r.Walls.Width; x++)
{
cells[x, r.Walls.Y + r.Walls.Height].type = CellType.Wall;
}
for (int y = r.Floor.Y; y < r.Floor.Y + r.Floor.Height; y++)
{
for (int x = r.Floor.X; x < r.Floor.X + r.Floor.Width; x++)
{
cells[x, y].type = CellType.Floor;
}
}
rooms.Add(r);
}
public void GenerateRandomRoomUnsafe()
{
Room r = GetRoomBounds();
PlaceRoomUnsafe(r);
}
public int GetCellPixel(int x, int y)
{
return (int) cells[x, y].type;
}
public class Room
{
public Rectangle Walls;
public Rectangle Floor;
public Room(int q1X, int q1Y, int xSize, int ySize)
{
Walls.X = q1X;
Walls.Y = q1Y;
Walls.Width = xSize;
Walls.Height = ySize;
Floor.X = q1X + 1;
Floor.Y = q1Y + 1;
Floor.Width = xSize - 1;
Floor.Height = ySize - 1;
}
public override string ToString()
{
return "[Walls: " + Walls + "\n Floor: " + Floor + "]";
}
}
}
Image below for reference

Your logic in GenerateRandomRoomSafe() is backwards.
In this code block:
while (!isValid && tries < maxTries)
{
check = GetRoomBounds();
for (int i = 0; i < rooms.Count; i++)
{
if (!rooms[i].Walls.IntersectsWith(check.Walls))
{
isValid = true;
break;
}
}
tries++;
}
What you're saying is, "If it doesn't intersect with at least one room, then it must be valid".
Just because it doesn't intersect with the current room, doesn't mean it won't intersect with a different one!
It should look more like: (note the comments)
while (!isValid && tries < maxTries)
{
isValid = true; // assume it's good until proven otherwise
check = GetRoomBounds();
for (int i = 0; i < rooms.Count; i++)
{
if (rooms[i].Walls.IntersectsWith(check.Walls)) // if it DOES intersect...
{
isValid = false; // .. then set valid to false.
break;
}
}
tries++;
}
So we start by assuming it is valid, then when we encounter a room that DOES intersect, we set valid to false and stop the for loop so another random room can be tried (assuming we haven't exceeded the number of tries).
Some of the maps it produced:

Related

Unity freezes at IndexOutOfRangeException, even though I continue

I have this "Game" class that gets instantiated at Start and sets up the field for Minesweeper and in this process I count the adjacent Mines for each field.
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Game
{
public int Width;
public int Height;
public int NumOfMines;
public Field[,] Board;
public Game(int width = 8, int height = 8, int numOfMines = 10)
{
this.Width = width;
this.Height = height;
this.NumOfMines = numOfMines;
Board = new Field[height, width];
InitializeBoard();
}
public void InitializeBoard()
{
for (int row = 0; row < Height; row++)
{
for (int column = 0; column < Width; column++)
{
Board[row, column] = new Field();
}
}
// Board.Initialize();
// foreach (var field in Board)
// {
// field.IsMine = false;
// }
var rnd = new System.Random();
for (int i = 0; i < NumOfMines; i++)
{
int mineRow = 0;
int mineColumn = 0;
do
{
mineRow = rnd.Next(Height);
mineColumn = rnd.Next(Width);
} while (Board[mineRow, mineColumn].IsMine);
Board[mineRow, mineColumn].IsMine = true;
Board[mineRow, mineColumn].NumOfAdjacentMines = null;
}
for (int row = 0; row < Height; row++)
{
for (int column = 0; column < Width; column++)
{
if (!Board[column, row].IsMine)
Board[row, column].NumOfAdjacentMines = CountAdjacentMines(new Vector2Int(column, row));
}
}
}
private int CountAdjacentMines(Vector2Int pos)
{
Debug.Log(pos);
int counter = 0;
for (int y = pos.y - 1; y <= pos.y + 1; y++)
{
for (int x = pos.x - 1; y <= pos.x + 1; x++)
{
try
{
Debug.Log($"Checking {x + ":" + y} for a mine");
if (Board[x, y].IsMine)
{
counter++;
}
}
catch (Exception ex)
{
Debug.LogError(ex + ", Pos: " + x + ":" + y);
continue;
}
}
}
return counter;
}
}
Why does Unity freeze without any notes? If I throw the exception, unity reacts normally.
(I have to write this so StackOverflow let's me post this...)
Look at the inner for loop iterating the x variable. Look closely. What is the actual condition that will end/conclude this inner for loop? Look very closely.
Basic answer to your question: Your program freezes, because the inner for loop iterating the x variable is an infinite loop that will never end. It's not Unity that freezes, it's your code getting stuck in this infinite loop. Like a hamster running in his wheel, forever...
(Re)throwing the exception will force this loop to exit, hence no freeze (because, simplified speaking, throwing the exception will abort execution of the CountAdjacentMines method).

How do I fix my stack overflow error for Sudoku solver c#? Has to do with Recursive function?

I am trying to make a Sudoku solver. Whenever I try to run it it gives me a Stack Overflow Error:
System.StackOverflowException: 'Exception of type 'System.StackOverflowException' was thrown.'
I believe that it probably has to do with the solve function calling on the FindEmpy function too much?
Any help is greatly appreciated!
Thanks so much!
using System;
namespace sudokusolver
{
class Program
{
static public void PrintBoard(int[][] bo)
{
for (int i = 0; i < bo.Length; i++)
{
if (i % 3 == 0 && i != 0)
{
Console.WriteLine("- - - - - - - - - - - - -");
}
for (int j = 0; j < bo[0].Length; j++)
{
if (j % 3 == 0 && j != 0)
{
Console.Write(" | ");
}
if (j == 8)
{
Console.WriteLine(bo[i][j]);
}
else
{
Console.Write(bo[i][j] + " ");
}
}
}
}
static public (int,int) FindEmpty(int[][] bo)
{
for (int i = 0; i < bo.Length; i++)
{
for (int j = 0; j < bo[0].Length; j++)
{
if (bo[i][j] == 0)
{
return (i, j);
}
}
}
return (100, 100);
}
static public bool Solve(int[][] bo)
{
int x;
int y;
if (FindEmpty(bo) == (100, 100))
{
return true;
}
else
{
y = FindEmpty(bo).Item1;
x = FindEmpty(bo).Item2;
}
for (int i = 0; i < 10; i++)
{
if (IsValid(bo, i, x, y) == true)
{
bo[y][x] = i;
if (Solve(bo) == true)
{
return true;
}
else
{
bo[y][x] = 0;
}
}
}
return false;
}
static public bool IsValid(int[][] bo, int num, int x, int y)
{
for (int i = 0; i < bo.Length; i++)
{
if (bo[y][i] == num && x != i)
{
return false;
}
}
for (int i = 0; i < bo[0].Length; i++)
{
if (bo[i][x] == num && y != i)
{
return false;
}
}
int boxx = x / 3;
int boxy = y / 3;
for (int i = boxy * 3; i < boxy * 3 + 3; i++)
{
for (int j = boxx * 3; j < boxx * 3 + 3; j++)
{
if (bo[i][j] == num && i != y && j != x)
{
return false;
}
}
}
return true;
}
static void Main(string[] args)
{
int[][] board = {
new int[] {7,0,0,0,0,0,2,0,0},
new int[] {4,0,2,0,0,0,0,0,3},
new int[] {0,0,0,2,0,1,0,0,0},
new int[] {3,0,0,1,8,0,0,9,7},
new int[] {0,0,9,0,7,0,6,0,0},
new int[] {6,5,0,0,3,2,0,0,1},
new int[] {0,0,0,4,0,9,0,0,0},
new int[] {5,0,0,0,0,0,1,0,6},
new int[] {0,0,6,0,0,0,0,0,8}
};
PrintBoard(board);
Solve(board);
PrintBoard(board);
}
}
}
static public bool Solve(int[][] bo)
{
int x;
int y;
if (FindEmpty(bo) == (100, 100))
{
return true;
}
else
{
y = FindEmpty(bo).Item1;
x = FindEmpty(bo).Item2;
}
- for (int i = 0; i < 10; i++)
+ for (int i = 1; i < 10; i++)
{
if (IsValid(bo, i, x, y) == true)
{
bo[y][x] = i;
if (Solve(bo) == true)
{
return true;
}
else
{
bo[y][x] = 0;
}
}
}
return false;
}
At some point IsValid(bo, 0, x, y) returns true, so you replace the zero with another zero forever.

Implementing and using MinMax with four in row (connect4) game

I'm trying to implement the MinMax algorithm for four in a row (or connect4 or connect four) game.
I think I got the idea of it, it should build a tree of possible boards up to a certain depth, evaluate them and return their score, then we just take the max of those scores.
So, aiChooseCol() checks the score of every possible column by calling MinMax() and returns the column with the max score.
Now I wasn't sure, is this the right way to call MinMax()?
Is it right to check temp = Math.Max(temp, 1000);?
I still haven't made the heuristic function but this should at least recognize a winning column and choose it, but currently it just choose the first free column from the left... I can't figure out what am I doing wrong.
private int AiChooseCol()
{
int best = -1000;
int col=0;
for (int i = 0; i < m_Board.Cols; i++)
{
if (m_Board.CheckIfColHasRoom(i))
{
m_Board.FillSignInBoardAccordingToCol(i, m_Sign);
int t = MinMax(5, m_Board, board.GetOtherPlayerSign(m_Sign));
if (t > best)
{
best = t;
col = i;
}
m_Board.RemoveTopCoinFromCol(i);
}
}
return col;
}
private int MinMax(int Depth, board Board, char PlayerSign)
{
int temp=0;
if (Depth <= 0)
{
// return from heurisitic function
return temp;
}
char otherPlayerSign = board.GetOtherPlayerSign(PlayerSign);
char checkBoard = Board.CheckBoardForWin();
if (checkBoard == PlayerSign)
{
return 1000;
}
else if (checkBoard == otherPlayerSign)
{
return -1000;
}
else if (!Board.CheckIfBoardIsNotFull())
{
return 0; // tie
}
if (PlayerSign == m_Sign) // maximizing Player is myself
{
temp = -1000;
for (int i = 0; i < Board.Cols; i++)
{
if (Board.FillSignInBoardAccordingToCol(i, PlayerSign)) // so we don't open another branch in a full column
{
var v = MinMax(Depth - 1, Board, otherPlayerSign);
temp = Math.Max(temp, v);
Board.RemoveTopCoinFromCol(i);
}
}
}
else
{
temp = 1000;
for (int i = 0; i < Board.Cols; i++)
{
if (Board.FillSignInBoardAccordingToCol(i, PlayerSign)) // so we don't open another branch in a full column
{
var v = MinMax(Depth - 1, Board, otherPlayerSign);
temp = Math.Min(temp, v);
Board.RemoveTopCoinFromCol(i);
}
}
}
return temp;
}
Some notes:
FillSignInBoardAccordingToCol() returns a boolean if it was successful.
The board type has a char[,] array with the actual board and signs of the players.
This code is in the AI Player class.
So I decided to write my own MinMax Connect 4. I used the depth to determine the value of a win or loss so that a move that gets you closer to winning or blocking a loss will take precedence. I also decide that I will randomly pick the move if more than one has the same heuristic. Finally I stretched out the depth to 6 as that's how many moves are required to find possible win paths from the start.
private static void Main(string[] args)
{
var board = new Board(8,7);
var random = new Random();
while (true)
{
Console.WriteLine("Pick a column 1 -8");
int move;
if (!int.TryParse(Console.ReadLine(), out move) || move < 1 || move > 8)
{
Console.WriteLine("Must enter a number 1-8.");
continue;
}
if (!board.DropCoin(1, move-1))
{
Console.WriteLine("That column is full, pick another one");
continue;
}
if (board.Winner == 1)
{
Console.WriteLine(board);
Console.WriteLine("You win!");
break;
}
if (board.IsFull)
{
Console.WriteLine(board);
Console.WriteLine("Tie!");
break;
}
var moves = new List<Tuple<int, int>>();
for (int i = 0; i < board.Columns; i++)
{
if (!board.DropCoin(2, i))
continue;
moves.Add(Tuple.Create(i, MinMax(6, board, false)));
board.RemoveTopCoin(i);
}
int maxMoveScore = moves.Max(t => t.Item2);
var bestMoves = moves.Where(t => t.Item2 == maxMoveScore).ToList();
board.DropCoin(2, bestMoves[random.Next(0,bestMoves.Count)].Item1);
Console.WriteLine(board);
if (board.Winner == 2)
{
Console.WriteLine("You lost!");
break;
}
if (board.IsFull)
{
Console.WriteLine("Tie!");
break;
}
}
Console.WriteLine("DONE");
Console.ReadKey();
}
private static int MinMax(int depth, Board board, bool maximizingPlayer)
{
if (depth <= 0)
return 0;
var winner = board.Winner;
if (winner == 2)
return depth;
if (winner == 1)
return -depth;
if (board.IsFull)
return 0;
int bestValue = maximizingPlayer ? -1 : 1;
for (int i = 0; i < board.Columns; i++)
{
if (!board.DropCoin(maximizingPlayer ? 2 : 1, i))
continue;
int v = MinMax(depth - 1, board, !maximizingPlayer);
bestValue = maximizingPlayer ? Math.Max(bestValue, v) : Math.Min(bestValue, v);
board.RemoveTopCoin(i);
}
return bestValue;
}
public class Board
{
private readonly int?[,] _board;
private int? _winner;
private bool _changed;
public Board(int cols, int rows)
{
Columns = cols;
Rows = rows;
_board = new int?[cols, rows];
}
public int Columns { get; }
public int Rows { get; }
public bool ColumnFree(int column)
{
return !_board[column, 0].HasValue;
}
public bool DropCoin(int playerId, int column)
{
int row = 0;
while (row < Rows && !_board[column,row].HasValue)
{
row++;
}
if (row == 0)
return false;
_board[column, row - 1] = playerId;
_changed = true;
return true;
}
public bool RemoveTopCoin(int column)
{
int row = 0;
while (row < Rows && !_board[column, row].HasValue)
{
row++;
}
if (row == Rows)
return false;
_board[column, row] = null;
_changed = true;
return true;
}
public int? Winner
{
get
{
if (!_changed)
return _winner;
_changed = false;
for (int i = 0; i < Columns; i++)
{
for (int j = 0; j < Rows; j++)
{
if (!_board[i, j].HasValue)
continue;
bool horizontal = i + 3 < Columns;
bool vertical = j + 3 < Rows;
if (!horizontal && !vertical)
continue;
bool forwardDiagonal = horizontal && vertical;
bool backwardDiagonal = vertical && i - 3 >= 0;
for (int k = 1; k < 4; k++)
{
horizontal = horizontal && _board[i, j] == _board[i + k, j];
vertical = vertical && _board[i, j] == _board[i, j + k];
forwardDiagonal = forwardDiagonal && _board[i, j] == _board[i + k, j + k];
backwardDiagonal = backwardDiagonal && _board[i, j] == _board[i - k, j + k];
if (!horizontal && !vertical && !forwardDiagonal && !backwardDiagonal)
break;
}
if (horizontal || vertical || forwardDiagonal || backwardDiagonal)
{
_winner = _board[i, j];
return _winner;
}
}
}
_winner = null;
return _winner;
}
}
public bool IsFull
{
get
{
for (int i = 0; i < Columns; i++)
{
if (!_board[i, 0].HasValue)
return false;
}
return true;
}
}
public override string ToString()
{
var builder = new StringBuilder();
for (int j = 0; j < Rows; j++)
{
builder.Append('|');
for (int i = 0; i < Columns; i++)
{
builder.Append(_board[i, j].HasValue ? _board[i,j].Value.ToString() : " ").Append('|');
}
builder.AppendLine();
}
return builder.ToString();
}
}

The knights tour for 8x8 infinite recurssion

here will be my code for famous Knights Tour for 8x8 deck. So, the main idea of my code is: we will choose from Turns our destination, check it with isPossible and then go recursevly to it, marked this cell to '1'. So, check every cell, and if we will be in 64's cell - return true.
But my code goes to infinite recurssion, and I can't debug it, any recommendation will be greatly appreciated.
class Class1
{
static void Main(string[] args)
{
int x = 0;
int y = 0;
Console.WriteLine("Enter X and press enter");
x = Int32.Parse(Console.ReadLine());
Console.WriteLine("Enter Y and press enter");
y = Int32.Parse(Console.ReadLine());
TurnVariation Turns = new TurnVariation();
EmptyBoard Board = new EmptyBoard();
if (TryPut.Put(Board, x, y, Turns, 1, false))
{
Console.WriteLine("МОЖНА!!!!");
}
else
{
Console.WriteLine("NET!!");
}
}
}
public class TryPut : EmptyBoard
{
public static bool Put(EmptyBoard Board, int x, int y, TurnVariation Turns, int count, bool flag)
{
int tempX = 0;
int tempY = 0;
if (count >= 64)
{
Console.WriteLine("yeab");
return true;
}
for (int i = 0; i <= 7; i++)
{
tempX = x + Turns.Turns[i,0];
tempY = y + Turns.Turns[i,1];
//Console.WriteLine(count);
if (IsPossible(Board, tempX, tempY))
{
Board.Array[tempX, tempY] = 1;
flag = Put(Board, tempX, tempY, Turns, count+1, flag);
if (flag)
{
break;
}
Board.Array[tempX, tempY] = 0;
}
}
if (flag)
return true;
else
return false;
}
public static bool IsPossible(EmptyBoard Board, int x, int y)
{
if ((x < 0) || (x > 7) || (y < 0) || (y > 7))
return false;
if (Board.Array[x, y] == 1)
return false;
return true;
}
}
public class TurnVariation
{
public int[,] Turns = new int[8, 2];
public TurnVariation()
{
Turns[0, 0] = -2; Turns[0, 1] = 1;
Turns[1,0] = -2; Turns[1,1] = -1;
Turns[2,0] = -1; Turns[2,1] = 2;
Turns[3,0] = 1; Turns[3,1] = 2;
Turns[4,0] = 2; Turns[4,1] = 1;
Turns[5,0] = 2; Turns[5,1] = -1;
Turns[6,0] = 1; Turns[6,1] = -2;
Turns[7,0] = -1; Turns[7,1] = -2;
}
}
public class EmptyBoard
{
public const int N = 8;
public int[,] Array = new int[N, N];
public EmptyBoard()
{
for (int i = 0; i < N; i++)
for (int j = 0; j < N; j++)
Array[i, j] = 0;
}
}
I think your problem is that your testing for count<64, but you never assign to count. You just pass (by value!) 'Count + 1' to the put method. You are probably thinking that this will bewritten back to the count variable. But that is not the case...
Do note that debugging is the first skill you need to learn!

Rotating matrices

Objectives
Imagine that, we have matrix like
a11 a12 a13
a21 a22 a23
a31 a32 a33
What I want to do is, from textbox value rotate this matrix so that, for example if I write 2 and press rotate, program must keep both diagonal values of matrix (in this case a11, a22, a33, a13, a31) and rotate 2 times clockwise other values. So result must be like
a11 a32 a13
a23 a22 a21
a31 a12 a33
It must work for all N x N size matrices, and as you see every 4 rotation takes matrix into default state.
What I've done
So idea is like that, I have 2 forms. First takes size of matrix (1 value, for example if it's 5, it generates 5x5 matrix). When I press OK it generates second forms textbox matrix like that
Form 1 code
private void button1_Click(object sender, EventArgs e)
{
int matrixSize;
matrixSize = int.Parse(textBox1.Text);
Form2 form2 = new Form2(matrixSize);
form2.Width = matrixSize * 50 + 100;
form2.Height = matrixSize *60 + 200;
form2.Show();
//this.Hide();
}
Form 2 code generates textbox matrix from given value and puts random values into this fields
public Form2(int matrSize)
{
int counter = 0;
InitializeComponent();
TextBox[] MatrixNodes = new TextBox[matrSize*matrSize];
Random r = new Random();
for (int i = 1; i <= matrSize; i++)
{
for (int j = 1; j <= matrSize; j++)
{
var tb = new TextBox();
int num = r.Next(1, 1000);
MatrixNodes[counter] = tb;
tb.Name = string.Format("Node_{0}{1}", i, j);
Debug.Write(string.Format("Node_{0}{1}", i, j));
tb.Text = num.ToString();
tb.Location = new Point(j * 50, i * 50);
tb.Width = 30;
tb.Visible = true;
this.splitContainer1.Panel2.Controls.Add(tb);
counter++;
}
}
}
Form 2 has 1 textbox for controlling rotation (others are generated on the fly, programmatically). What I want to do is, when I enter rotation count and press Enter on this textbox, I want to rotate textbox matrix as I explained above. Can't figure out how to do it.
Copy both diagonals to separate arrays, then rotate your matrix and replace diagonals. Below code shows each step:
class Program
{
static void Main(string[] args)
{
int matrixSize = 3;
string[,] matrix = new string[matrixSize,matrixSize];
//create square matrix
for (int x = 0; x < matrixSize; x++)
{
for (int y = 0; y < matrixSize; y++)
{
matrix[x, y] = "a" + (x + 1).ToString() + (y + 1).ToString();
}
}
Console.WriteLine(Environment.NewLine + "Base square matrix");
for (int x = 0; x < matrixSize; x++)
{
for (int y = 0; y < matrixSize; y++)
{
Console.Write(matrix[x, y] + " ");
}
Console.Write(Environment.NewLine);
}
Console.ReadKey();
//copy diagonals
string[] leftDiagonal = new string[matrixSize];
string[] rightDiagonal = new string[matrixSize];
for (int x = 0; x < matrixSize; x++)
{
leftDiagonal[x] = matrix[x, x];
rightDiagonal[x] = matrix[matrixSize - 1 - x, x];
}
Console.WriteLine(Environment.NewLine + "Diagonals");
for (int x = 0; x < matrixSize; ++x)
{
Console.Write(leftDiagonal[x] + " " + rightDiagonal[x] + Environment.NewLine);
}
Console.ReadKey();
//rotate matrix
string[,] rotatedMatrix = new string[matrixSize, matrixSize];
for (int x = 0; x < matrixSize; x++)
{
for (int y = 0; y < matrixSize; y++)
{
rotatedMatrix[x, y] = matrix[matrixSize - y - 1, x];
}
}
Console.WriteLine(Environment.NewLine + "Rotated");
for (int x = 0; x < matrixSize; x++)
{
for (int y = 0; y < matrixSize; y++)
{
Console.Write(rotatedMatrix[x, y] + " ");
}
Console.Write(Environment.NewLine);
}
Console.ReadKey();
//rotate matrix again
string[,] rotatedMatrixAgain = new string[matrixSize, matrixSize];
for (int x = 0; x < matrixSize; x++)
{
for (int y = 0; y < matrixSize; y++)
{
rotatedMatrixAgain[x, y] = rotatedMatrix[matrixSize - y - 1, x];
}
}
Console.WriteLine(Environment.NewLine + "Rotated again");
for (int x = 0; x < matrixSize; x++)
{
for (int y = 0; y < matrixSize; y++)
{
Console.Write(rotatedMatrixAgain[x, y] + " ");
}
Console.Write(Environment.NewLine);
}
Console.ReadKey();
//replace diagonals
for (int x = 0; x < matrixSize; x++)
{
rotatedMatrixAgain[x, x] = leftDiagonal[x];
rotatedMatrixAgain[matrixSize - 1 - x, x] = rightDiagonal[x];
}
Console.WriteLine(Environment.NewLine + "Completed" + Environment.NewLine);
for (int x = 0; x < matrixSize; x++)
{
for (int y = 0; y < matrixSize; y++)
{
Console.Write(rotatedMatrixAgain[x, y] + " ");
}
Console.Write(Environment.NewLine);
}
Console.ReadKey();
}
}
I don't know C#, so I can only give a suggestion in pseudocode:
Input: An N by N matrix in
Output: The input matrix rotated as described in the OP out
for i = 1 to N
for j = 1 to N
if N - j != i and i != j // Do not change values on either diagonal
out[j][N-i] = in[i][j]
else
out[i][j] = in[i][j]
Disclaimer: This algorithm is untested. I suggest you use a debugger to check that it works as you want.
This seems like quite an unorthodox UI presentation, but you're not too far off in terms of being able to achieve your functionality. Instead of a linear array, a rectangular array will make your job much easier. The actual rotation could be implemented with a for loop repeating a single rotation (which would be implemented as in the case 1 code), but I've decided to combine them into the four possible cases. This actually allows you to enter a negative number for number of rotations. Which reminds me, you really should do more error checking. At least protect against int.Parse throwing an exception both places it's used (with a try catch block or by switching to int.TryParse) and make sure it returns a meaningful number (greater than 0, possibly set a reasonable maximum other than int.MaxValue) for matrixSize in button1_Click.
namespace RotatingMatrices
{
public class Form2 : Form
{
// note these class fields
private TextBox[,] matrixNodes;
private int matrixSize;
public Form2(int matrSize)
{
InitializeComponent();
// note these inits
matrixSize = matrSize;
matrixNodes = new TextBox[matrixSize, matrixSize];
Random r = new Random();
// note the new loop limits
for (int i = 0; i < matrixSize; i++)
{
for (int j = 0; j < matrixSize; j++)
{
var tb = new TextBox();
int num = r.Next(1, 1000);
// note the change in indexing
matrixNodes[i,j] = tb;
tb.Name = string.Format("Node_{0}_{1}", i, j);
Debug.Write(string.Format("Node_{0}_{1}", i, j));
tb.Text = num.ToString();
tb.Location = new Point(j * 50, i * 50);
tb.Width = 30;
tb.Visible = true;
this.splitContainer1.Panel2.Controls.Add(tb);
}
}
}
private void buttonRotate_Click(object sender, EventArgs e)
{
string[,] matrix = new string[matrixSize, matrixSize];
int rotations = (4 + int.Parse(textBoxRotations.Text)) % 4; // note the addition of and mod by 4
switch(rotations)
{
case 1: // rotate clockwise
for (int i = 0; i < matrixSize; i++)
{
for (int j = 0; j < matrixSize; j++)
{
matrix[j, matrixSize - i - 1] = matrixNodes[i, j].Text;
}
}
break;
case 2: // rotate 180 degrees
for (int i = 0; i < matrixSize; i++)
{
for (int j = 0; j < matrixSize; j++)
{
matrix[i, j] = matrixNodes[matrixSize - i - 1, matrixSize - j - 1].Text;
}
}
break;
case 3: // rotate counter-clockwise
for (int i = 0; i < matrixSize; i++)
{
for (int j = 0; j < matrixSize; j++)
{
matrix[i, j] = matrixNodes[j, matrixSize - i - 1].Text;
}
}
break;
default: // do nothing
return;
}
// restore diagonals
for(int i = 0; i < matrixSize; i++)
{
matrix[i, i] = matrixNodes[i, i].Text;
matrix[i, matrixSize - i - 1] = matrixNodes[i, matrixSize - i - 1].Text;
}
// write strings back to text boxes
for (int i = 0; i < matrixSize; i++)
{
for (int j = 0; j < matrixSize; j++)
{
matrixNodes[i, j].Text = matrix[i, j];
}
}
}
}
}
I decided to tackle the issue using a listView instead of a text box, which makes the logic easier for me. Using this method, I was able to think of the matrix as successive boxes. I start on the outside and move in toward the middle, changing the size of my box each time.
Also, rather than using two forms, I use one. At the top I have a textbox where the user enters the size they want the array to be, and a button labeled "Fill" (button2). And at the bottom I have a textbox where the user enters the degree of rotation. When they click "Rotate," it kicks off a process of adding values to linked lists, combining and shifting the list, and then writing back out to the matrix. I'm sure I made it more convoluted than it has to be, but it was a great learning exercise.
After looking over jerry's code above, I think I'm going to look into rectangular arrays. :)
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace Recycle
{
public partial class Form1 : Form
{
public int size;
public LinkedList<string> topRight = new LinkedList<string>();
public LinkedList<string> bottomLeft = new LinkedList<string>();
public LinkedList<string> myMatrix = new LinkedList<string>();
public LinkedList<string> shiftMatrix = new LinkedList<string>();
public Form1()
{
InitializeComponent();
}
private void button2_Click(object sender, EventArgs e)
{
listView1.Clear();
size = int.Parse(textBox2.Text);
int c = 0;
int q = 0;
int w = 0;
string[] content = new string[size];
Random rnd = new Random();
for (c = 0; c < size; c++)
{
listView1.Columns.Add("", 25);
}
for (q = 0; q < size; q++)
{
for (w = 0; w < size; w++)
{
content[w] = rnd.Next(9,100).ToString();
}
ListViewItem lvi = new ListViewItem(content);
listView1.Items.Add(lvi);
}
}
public bool iseven(int size)
{
if (size % 2 == 0)
{
return true;
}
else
{
return false;
}
}
public void button1_Click(object sender, EventArgs e)
{
if (listView1.Items.Count < 3)
{
MessageBox.Show("Matrix cannot be rotated.");
return;
}
bool even = false;
int shift = int.Parse(textBox1.Text); //amount to shift by
int box = listView1.Items.Count - 1; //size of box
int half = Convert.ToInt32(listView1.Items.Count / 2);
int corner = 0; //inside corner of box
if (shift > listView1.Items.Count)
{
shift = shift % ((listView1.Items.Count - 2) * 4);
}
do
{
eachPass(shift, box, corner);
++corner;
--box;
} while (box >= half + 1);
}
public void eachPass(int shift, int box, int corner)
{
int x;
int i;
//Read each non-diagonal value into one of two lists
for (x = corner + 1; x < box; x++)
{
topRight.AddLast(listView1.Items[corner].SubItems[x].Text);
}
x = box;
for (i = corner + 1; i < box; i++)
{
topRight.AddLast(listView1.Items[i].SubItems[x].Text);
}
for (x = box - 1; x > corner; x--)
{
bottomLeft.AddLast(listView1.Items[box].SubItems[x].Text);
}
x = corner;
for (i = box - 1; i > corner; i--)
{
bottomLeft.AddLast(listView1.Items[i].SubItems[x].Text);
}
string myTest = "";
//join the two lists, so they can be shifted
foreach (string tR in topRight)
{
myMatrix.AddLast(tR);
}
foreach (string bL in bottomLeft)
{
myMatrix.AddLast(bL);
}
int sh;
//shift the list using another list
for (sh = shift; sh < myMatrix.Count; sh++)
{
shiftMatrix.AddLast(myMatrix.ElementAt(sh));
}
for (sh = 0; sh < shift; sh++)
{
shiftMatrix.AddLast(myMatrix.ElementAt(sh));
}
//we need the sizes of the current lists
int trCnt = topRight.Count;
int blCnt = bottomLeft.Count;
//clear them for reuse
topRight.Clear();
bottomLeft.Clear();
int s;
//put the shifted values back
for (s = 0; s < trCnt; s++)
{
topRight.AddLast(shiftMatrix.ElementAt(s));
}
for (s = blCnt; s < shiftMatrix.Count; s++)
{
bottomLeft.AddLast(shiftMatrix.ElementAt(s));
}
int tRn = 0;
int bLn = 0;
//write each non-diagonal value from one of two lists
for (x = corner + 1; x < box; x++)
{
listView1.Items[corner].SubItems[x].Text = topRight.ElementAt(tRn);
++tRn;
}
x = box;
for (i = corner + 1; i < box; i++)
{
listView1.Items[i].SubItems[x].Text = topRight.ElementAt(tRn);
++tRn;
}
for (x = box - 1; x > corner; x--)
{
listView1.Items[box].SubItems[x].Text = bottomLeft.ElementAt(bLn);
++bLn;
}
x = corner;
for (i = box - 1; i > corner; i--)
{
listView1.Items[i].SubItems[x].Text = bottomLeft.ElementAt(bLn);
++bLn;
}
myMatrix.Clear();
shiftMatrix.Clear();
topRight.Clear();
bottomLeft.Clear();
}
}
}

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