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February 8, 2013 20:11
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Challenge 119 - objective C for Mac OS - command line
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// | |
// Maze.h | |
// 119 maze shortest path | |
// | |
#import <Foundation/Foundation.h> | |
#define NOT_DEFINED -1 | |
// These are valid maze inputs | |
#define START_ROOM 'S' | |
#define END_ROOM 'E' | |
#define WALL 'W' | |
#define ROOM '.' | |
@interface Maze : NSObject | |
{ | |
int size; // the maze will be a size x size grid | |
int startNode; // node number where maze begins | |
int endNode; // node number where maze ends | |
NSMutableArray *maze; // our maze stored in an single array vs 2 dimension array | |
} | |
- (id) init; | |
- (id) initWithSize: (int) s; | |
- (void) addNode: (char) c; | |
- (void) displayMaze; | |
- (void) computeH; | |
+ (int) isValidRoom: (char) c; | |
- (int) isShortPath; | |
@property (nonatomic) int size; | |
@property (nonatomic) int startNode; | |
@property (nonatomic) int endNode; | |
@property (strong) NSMutableArray *maze; | |
@end | |
// | |
// Maze.m | |
// 119 maze shortest path | |
// | |
#import "Maze.h" | |
#import "MazeNode.h" | |
@implementation Maze | |
// create set/get accessors | |
@synthesize size, startNode, endNode, maze; | |
- (id) init | |
{ | |
self = [super init]; | |
if (self) | |
{ | |
self = [self initWithSize: 0]; | |
[self setStartNode: NOT_DEFINED]; | |
[self setEndNode: NOT_DEFINED]; | |
} | |
return self; | |
} | |
- (id) initWithSize: (int) s | |
{ | |
self = [super init]; | |
if (self) | |
{ | |
[self setSize:s]; | |
[self setStartNode: NOT_DEFINED]; | |
[self setEndNode: NOT_DEFINED]; | |
} | |
return self; | |
} | |
+ (int) isValidRoom: (char) c | |
{ | |
switch (c) { | |
case START_ROOM: | |
case END_ROOM: | |
case WALL: | |
case ROOM: | |
return TRUE; | |
default: | |
return FALSE; | |
} | |
} | |
- (void) addNode: (char) c | |
{ | |
MazeNode *node = nil; | |
node = [[MazeNode alloc] initWithNode: c]; | |
if (!maze) { | |
maze = [[NSMutableArray alloc] init]; | |
} | |
[maze addObject: node]; | |
// set room number to current index in the maze array | |
[node setRoomNumber: (int) ([maze count] - 1)]; | |
if (c == START_ROOM) | |
{ | |
[self setStartNode: (int) ([maze count] -1)]; | |
} | |
if (c == END_ROOM) | |
{ | |
[self setEndNode: (int) ([maze count] -1)]; | |
} | |
} | |
- (void) displayMaze | |
{ | |
MazeNode *node = nil; | |
int n; | |
int c = 0; | |
printf("\n"); | |
for (n = 0; n < ([self size] * [self size]); n++) | |
{ | |
c++; | |
node = [maze objectAtIndex: n]; | |
if (node) { | |
printf("%c", [node room]); | |
if (c == [self size]) | |
{ | |
printf("\n"); | |
c = 0; | |
} | |
} else { | |
printf("?"); | |
} | |
} | |
} | |
// compute H value using a simple manhattan heuristic of distance away | |
- (void) computeH | |
{ | |
int beginCol; | |
int beginRow; | |
int endCol; | |
int endRow; | |
int deltaCol; | |
int deltaRow; | |
int nodeNum; | |
int h; | |
NSMutableArray *m = [self maze]; | |
MazeNode *n; | |
endCol = [self endNode] % [self size] + 1; | |
endRow = [self endNode] / [self size] + 1; | |
// To compute H our heuristic for distance from cell to end we have to find the | |
// distance. So I convert the nodenumber (array location) into a row/col pairs | |
// and take the delta and add it together. Essentially that is how many squares | |
// from the node to the end node. | |
// | |
// so for example a 3x3 grid would have 9 elements in it | |
// 1 2 3 col/row | |
// [0] [1] [2] 1 | |
// [3] [4] [5] 2 | |
// [6] [7] [8] 3 | |
// | |
// to get column from nodenumber you just take the nodenumber and modulus grid size + 1 | |
// to get row from the nodenumber you just take the nodenumber and divide grid size + 1 | |
// | |
// then I subract (I think I could have done an absolute vs conditional but it works) | |
// populate all nodes with the H value to the end node for A * algorithm. | |
for (nodeNum = 0; nodeNum < [m count]; nodeNum++) | |
{ | |
n = [m objectAtIndex:nodeNum]; | |
if (nodeNum == [self endNode]) | |
{ | |
h = 0; | |
} | |
else | |
{ | |
beginCol = nodeNum % [self size] + 1; | |
beginRow = nodeNum / [self size] + 1; | |
(beginCol > endCol) ? deltaCol = beginCol - endCol : endCol - beginCol; | |
(beginRow > endRow) ? deltaRow = beginRow - endRow : endRow - beginRow; | |
h = deltaCol + deltaRow; | |
} | |
[n setH: h]; | |
[n setG: 1]; | |
[n setF: (h + 1)]; | |
} | |
} | |
// Main Shortest Path check using A* Algorithm | |
- (int) isShortPath | |
{ | |
NSMutableArray *closed = [[NSMutableArray alloc] initWithObjects: nil]; | |
NSMutableArray *open = nil; | |
NSMutableArray *neighbor = [[NSMutableArray alloc] initWithObjects: nil]; | |
NSSortDescriptor *byLowF = [NSSortDescriptor sortDescriptorWithKey: @"f" ascending: YES]; | |
MazeNode *node = nil; | |
int tentativeG = 0; | |
int current; | |
int n; | |
int found; | |
int i; | |
if ([self startNode] == NOT_DEFINED || | |
[self endNode] == NOT_DEFINED) | |
{ | |
printf("False - no start/end room\n"); | |
return 0; | |
} | |
// | |
// A* Algorithm - okay lets find a path | |
// | |
// populate H for the A* Algorithm | |
[self computeH]; | |
// zero G at the start room | |
current = [self startNode]; | |
node = [[self maze] objectAtIndex:current]; | |
[node setG: 0]; | |
// calculate F for current room f = g + h | |
[node setF: ([node g] + [node h])]; | |
open = [[NSMutableArray alloc] initWithObjects: node, nil]; | |
// while the open set is not empty | |
while ([open count] > 0) | |
{ | |
// sort the open set by lowest F to find the current room to handle. | |
[open sortUsingDescriptors: [NSArray arrayWithObjects: byLowF, nil]]; | |
// first node in open is the current room we want to handle with lowest F value | |
node = [open objectAtIndex: 0]; | |
current = [node roomNumber]; | |
if (current == [self endNode]) | |
{ | |
// found end of the maze -- we can return true/false | |
// | |
// return number of rooms in path since this is a positive number | |
// more than 0 it will be considered true. | |
// | |
// F value of the end room should now have the distance. | |
return [[[self maze] objectAtIndex:current] f]; | |
} | |
// pop the current room from open and put it on closed | |
[open removeObjectAtIndex: 0]; | |
[closed addObject: node]; | |
// north -- calculate by subtracting size | |
n = current - [self size]; | |
if (n > 0) // if n < 0 there is no valid north | |
{ | |
if ([[[self maze] objectAtIndex: n] room] != 'W') // room is not a wall | |
{ | |
// okay we have a north neighbor that is not a wall add to neighbor queue | |
[neighbor addObject: [[self maze] objectAtIndex: n]]; | |
} | |
} | |
// south -- calculate by adding size | |
n = current + [self size]; | |
if (n < (size * size)) // if we go more/equal to size * size we went south too far | |
{ | |
if ([[[self maze] objectAtIndex: n] room] != 'W') // room is not a wall | |
{ | |
// okay we have a south neighbor that is not a wall add to neighbor queue | |
[neighbor addObject: [[self maze] objectAtIndex: n]]; | |
} | |
} | |
// west -- calculate by subtracting 1 | |
n = current - 1; | |
if (n >= 0 && (current / [self size] == n / [self size])) // make sure still on same row | |
{ | |
if ([[[self maze] objectAtIndex: n] room] != 'W') // room is not a wall | |
{ | |
// okay we have a west neighbor that is not a wall add to neighbnor queue | |
[neighbor addObject: [[self maze] objectAtIndex:n]]; | |
} | |
} | |
// east -- calculate by adding + 1 | |
n = current + 1; | |
if (n < [self size] * [self size] && current / [self size] == n / [self size]) // make sure still on same row | |
{ | |
if ([[[self maze] objectAtIndex: n] room] != 'W') // room is not a wall | |
{ | |
// okay we have a east neighbor that is not a wall add to neighbor queue | |
[neighbor addObject: [[self maze] objectAtIndex: n]]; | |
} | |
} | |
// now we walk the neighbor queue/array and handle every neighbor. | |
// if the neighbor is closed - do nothing | |
// otherwise | |
while ([neighbor count] > 0) | |
{ | |
// check to see if neighbor is in the closed queue | |
i = 0; | |
found = 0; | |
while (i < [closed count]) | |
{ | |
if ([[closed objectAtIndex: i] roomNumber] == [[neighbor objectAtIndex:0] roomNumber]) { | |
found = 1; | |
break; | |
} | |
i++; | |
} | |
if (found) | |
{ | |
[neighbor removeObjectAtIndex: 0]; | |
} | |
else | |
{ | |
tentativeG = [node g] + 1; | |
// if neighbor is not in the open set and the tentative g <= neighbor's g | |
// then we need to adjust f, g and push on open set | |
i = 0; | |
found = 0; | |
while (i < [open count]) | |
{ | |
if ([[open objectAtIndex: i] roomNumber] == [[neighbor objectAtIndex:0] roomNumber]) { | |
found = 1; | |
break; | |
} | |
i++; | |
} | |
if (!found || tentativeG <= [[neighbor objectAtIndex:0] g]) | |
{ | |
// update the g, f and prev room of the neighbor | |
[[neighbor objectAtIndex:0] setG: tentativeG]; | |
[[neighbor objectAtIndex:0] setF: (tentativeG + [[neighbor objectAtIndex: 0] h])]; | |
[[neighbor objectAtIndex:0] setPrevRoom: current]; | |
// if neighbor is not in the open set -- push it on | |
if (!found) | |
{ | |
[open addObject: [neighbor objectAtIndex:0]]; | |
} | |
} | |
// pop the current neighbor as we handled it. | |
[neighbor removeObjectAtIndex: 0]; | |
} // if else | |
} // while we still have neighbors to process | |
} // while open has rooms | |
// return a FAILURE -- if we get this far we did not find the end room we exhausted a search -- just return failed | |
return FALSE; | |
} | |
@end | |
// | |
// MazeNode.h | |
// 119 maze shortest path | |
// | |
#import <Foundation/Foundation.h> | |
#import "Maze.h" | |
@interface MazeNode : NSObject | |
{ | |
int roomNumber; // index into the single dimension array | |
int g; // movement cost | |
int h; // heuristic cost to get to end | |
int f; // f = g+h | |
int prevRoom; // room previous to this one on shortest path | |
char room; // room type | |
} | |
- (void) displayRoom; | |
- (id) init; | |
- (id) initWithNode: (char) c; | |
@property (nonatomic) int roomNumber; | |
@property (nonatomic) int g; | |
@property (nonatomic) int h; | |
@property (nonatomic) int f; | |
@property (nonatomic) char room; | |
@property (nonatomic) int prevRoom; | |
@end | |
// | |
// MazeNode.m | |
// 119 maze shortest path | |
// | |
#import "MazeNode.h" | |
@implementation MazeNode | |
@synthesize roomNumber, g, h, f, room, prevRoom; | |
- (id) init | |
{ | |
return [self initWithNode: ROOM]; | |
} | |
- (id) initWithNode: (char) c | |
{ | |
self = [super init]; | |
if (self) { | |
[self setG: 0]; | |
[self setH: 0]; | |
[self setF: 0]; | |
[self setRoom: c]; | |
} | |
return self; | |
} | |
- (void) displayRoom | |
{ | |
printf("[%c]Room Number[%d] F[%d] = G[%d] + H[%d]\n", | |
[self room], | |
[self roomNumber], | |
[self f], | |
[self g], | |
[self h]); | |
} | |
@end | |
// | |
// main.m | |
// 119 maze shortest path | |
// | |
#import <Foundation/Foundation.h> | |
#import "Maze.h" | |
#import "MazeNode.h" | |
int main(int argc, const char * argv[]) | |
{ | |
@autoreleasepool { | |
int size = 0; | |
int row; | |
int col; | |
int nodeNum; | |
char room; | |
char enterKey; | |
int answer; | |
Maze *maze = nil; | |
printf("Enter Size (n) for a NxN Maze-->"); | |
scanf("%d", &size); | |
if (size > 0) // read in rest of the maze | |
{ | |
maze = [[Maze alloc] initWithSize: size]; // alloc a new maze; | |
if (maze) | |
{ | |
nodeNum = 0; | |
for (row = 0; row < size; row++ ) | |
{ | |
scanf("%c", &enterKey); | |
for (col = 0; col < size; col++) | |
{ | |
scanf("%c", &room); | |
if ([Maze isValidRoom: room]) | |
{ | |
[maze addNode: room]; | |
} | |
else | |
{ | |
printf("Error not a valid room type!\n"); | |
return 1; | |
} | |
} | |
} | |
// [maze displayMaze]; | |
} | |
else | |
{ | |
printf("Error!! Could not allocate and create a maze/n"); | |
return 1; | |
} | |
} | |
else // error message non-decimal, 0 or negative number entered | |
{ | |
printf("\nError!!! Please enter a valid maze size!\n\n"); | |
return 1; | |
} | |
// do we have a short path? | |
answer = [maze isShortPath]; | |
if (answer) | |
{ | |
printf("TRUE, %d\n", answer); | |
} | |
else | |
{ | |
printf("FALSE\n"); | |
} | |
} | |
return 0; | |
} | |
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