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所以我有一个任务,我必须重新创建一个 3d 棋盘,它是一个 RxC 方格网格,每个方格都有不同的高度。如果棋盘是不透水的,有人往上面浇水,直到不能再装水,它就会装固定量的水。如果木板已经容纳了最大容量的水,任何倒在木板上的多余水都会从边缘流出,木板周围没有高容器。您可以假设棋盘上的方格为一英寸见方,高度以英寸为单位。
int CalcContainedWater( const int *p_data, int num_columns, int num_rows )
其中 p_data
是指向连续二维行优先有符号整数数组的第一个元素的指针。您的函数将针对不同形状和内容的电路板的引用实现进行测试,以确定其正确性。
请记住,p_data
中的值可以包含高度的正值和负值。
例如:
A) 下面的棋盘产生 3 的包容度。
1, 1, 1, 1, 1,
1, 0, 0, 0, 1,
1, 1, 1, 1, 1,
B) 下面的板产生 0 的包容度。
1, 0, 1,
1, 0, 1,
1, 1, 1,
C) 以下棋盘的包容度为 1。
0, 1, 0,
1, 0, 1,
0, 1, 0,
这是我目前所拥有的:
#include "stdafx.h"
#include <queue>
#include <vector>
using namespace std;
enum GridPosition
{
TOP_LEFT_CORNER,
TOP_RIGHT_CORNER,
BOTTOM_LEFT_CORNER,
BOTTOM_RIGHT_CORNER,
TOP_ROW,
BOTTOM_ROW,
LEFT_COLUMN,
RIGHT_COLUMN,
FREE,
};
struct Square
{
int nHeight;
int nPos;
GridPosition gPos;
bool bIsVisited;
bool bIsFenced;
bool bIsFlooding;
Square(){ nHeight = 0; nPos = 0; gPos = FREE; bIsVisited = false; bIsFenced = false; bIsFlooding = false;};
~Square(){};
Square( int Height, int Pos, GridPosition GridPos, bool Visited, bool Fenced, bool Flooding)
{
nHeight = Height;
nPos = Pos;
gPos = GridPos;
bIsVisited = Visited;
bIsFenced = Fenced;
bIsFlooding = Flooding;
}
};
template< typename FirstType, typename SecondType >
struct PairComparator
{
bool operator()( const pair<FirstType, SecondType>& p1,
const pair<FirstType, SecondType>& p2 ) const
{
return p1.second > p2.second;
}
};
int CalcContainedWater( const int *p_data, int num_columns, int num_rows );
int CalcContainedWater( const int *p_data, int num_columns, int num_rows )
{
priority_queue<pair<int,int>, vector<pair<int,int>>, PairComparator<int,int>> qPerimeter;
queue<pair<int,int>> qFlooding;
vector<Square> vSquareVec(num_columns * num_rows);
int nTotalContained = 0;
int nCurrentSqHeight = 0;
int nCurrWaterLvl = 0;
int nDepth = 1;
for( int nRow = 0; nRow < num_rows; ++nRow)
{
for( int nColumn = 0; nColumn < num_columns; ++ nColumn)
{
int nCurrArrayPoint = nRow * num_columns + nColumn;
nCurrentSqHeight = p_data[nCurrArrayPoint];
Square sSquare(nCurrentSqHeight, nCurrArrayPoint, FREE, false,false,false);
if(nRow == 0 && nColumn == 0)
sSquare.gPos = TOP_LEFT_CORNER;
else if(nRow == 0 && nColumn == num_columns - 1)
sSquare.gPos = TOP_RIGHT_CORNER;
else if(nRow == num_rows - 1 && nColumn == 0)
sSquare.gPos = BOTTOM_LEFT_CORNER;
else if(nRow == num_rows - 1 && nColumn == num_columns - 1)
sSquare.gPos = BOTTOM_RIGHT_CORNER;
else if( nRow == 0)
sSquare.gPos = TOP_ROW;
else if( nRow == num_rows -1 )
sSquare.gPos = BOTTOM_ROW;
else if( nColumn == 0)
sSquare.gPos = LEFT_COLUMN;
else if( nColumn == num_columns - 1)
sSquare.gPos = RIGHT_COLUMN;
vSquareVec[nCurrArrayPoint] = sSquare;
if( nRow == 0 || nColumn == 0 ||
nColumn == num_columns - 1 || nRow == num_rows -1 )
{
sSquare.bIsFenced = true;
vSquareVec[nCurrArrayPoint] = sSquare;
pair<int,int> p1(nCurrArrayPoint, nCurrentSqHeight);
qPerimeter.push(p1);
}
}
}
nCurrWaterLvl = qPerimeter.top().second;
while( !qPerimeter.empty() )
{
pair<int,int> PerimPos = qPerimeter.top();
qPerimeter.pop();
if( !vSquareVec[PerimPos.first].bIsVisited )
{
if( vSquareVec[PerimPos.first].nHeight > nCurrWaterLvl )
nCurrWaterLvl = vSquareVec[PerimPos.first].nHeight;
vSquareVec[PerimPos.first].bIsFlooding = true;
qFlooding.push(PerimPos);
while( !qFlooding.empty() )
{
pair<int,int> FloodPos = qFlooding.front();
qFlooding.pop();
nDepth = nCurrWaterLvl - vSquareVec[FloodPos.first].nHeight;
if( nDepth >= 0)
{
vSquareVec[FloodPos.first].bIsVisited = true;
pair<int,int> newFloodPos;
switch(vSquareVec[FloodPos.first].gPos)
{
case TOP_LEFT_CORNER:
if( !vSquareVec[FloodPos.first + 1].bIsVisited &&
!vSquareVec[FloodPos.first + 1].bIsFlooding)
{
vSquareVec[FloodPos.first + 1].bIsFlooding = true;
newFloodPos.first = vSquareVec[FloodPos.first + 1].nPos;
newFloodPos.second = vSquareVec[FloodPos.first + 1].nHeight;
qFlooding.push(newFloodPos);
}
if( !vSquareVec[FloodPos.first + num_rows].bIsVisited &&
!vSquareVec[FloodPos.first + num_rows].bIsFlooding)
{
vSquareVec[FloodPos.first + num_rows].bIsFlooding = true;
newFloodPos.first = vSquareVec[FloodPos.first + num_rows].nPos;
newFloodPos.second = vSquareVec[FloodPos.first + num_rows].nHeight;
qFlooding.push(newFloodPos);
}
break;
case TOP_RIGHT_CORNER:
if( !vSquareVec[FloodPos.first - 1].bIsVisited &&
!vSquareVec[FloodPos.first - 1].bIsFlooding)
{
vSquareVec[FloodPos.first - 1].bIsFlooding = true;
newFloodPos.first = vSquareVec[FloodPos.first - 1].nPos;
newFloodPos.second = vSquareVec[FloodPos.first - 1].nHeight;
qFlooding.push(newFloodPos);
}
if( !vSquareVec[FloodPos.first + num_rows].bIsVisited &&
!vSquareVec[FloodPos.first + num_rows].bIsFlooding)
{
vSquareVec[FloodPos.first + num_rows].bIsFlooding = true;
newFloodPos.first = vSquareVec[FloodPos.first + num_rows].nPos;
newFloodPos.second = vSquareVec[FloodPos.first + num_rows].nHeight;
qFlooding.push(newFloodPos);
}
break;
case BOTTOM_LEFT_CORNER:
if( !vSquareVec[FloodPos.first + 1].bIsVisited &&
!vSquareVec[FloodPos.first + 1].bIsFlooding)
{
vSquareVec[FloodPos.first + 1].bIsFlooding = true;
newFloodPos.first = vSquareVec[FloodPos.first + 1].nPos;
newFloodPos.second = vSquareVec[FloodPos.first + 1].nHeight;
qFlooding.push(newFloodPos);
}
if( !vSquareVec[FloodPos.first - num_rows].bIsVisited &&
!vSquareVec[FloodPos.first - num_rows].bIsFlooding)
{
vSquareVec[FloodPos.first - num_rows].bIsFlooding = true;
newFloodPos.first = vSquareVec[FloodPos.first - num_rows].nPos;
newFloodPos.second = vSquareVec[FloodPos.first - num_rows].nHeight;
qFlooding.push(newFloodPos);
}
break;
case BOTTOM_RIGHT_CORNER:
if( !vSquareVec[FloodPos.first - 1].bIsVisited &&
!vSquareVec[FloodPos.first - 1].bIsFlooding)
{
vSquareVec[FloodPos.first - 1].bIsFlooding = true;
newFloodPos.first = vSquareVec[FloodPos.first - 1].nPos;
newFloodPos.second = vSquareVec[FloodPos.first - 1].nHeight;
qFlooding.push(newFloodPos);
}
if( !vSquareVec[FloodPos.first - num_rows].bIsVisited &&
!vSquareVec[FloodPos.first - num_rows].bIsFlooding)
{
vSquareVec[FloodPos.first - num_rows].bIsFlooding = true;
newFloodPos.first = vSquareVec[FloodPos.first - num_rows].nPos;
newFloodPos.second = vSquareVec[FloodPos.first - num_rows].nHeight;
qFlooding.push(newFloodPos);
}
break;
case TOP_ROW:
if( !vSquareVec[FloodPos.first - 1].bIsVisited &&
!vSquareVec[FloodPos.first - 1].bIsFlooding)
{
vSquareVec[FloodPos.first - 1].bIsFlooding = true;
newFloodPos.first = vSquareVec[FloodPos.first - 1].nPos;
newFloodPos.second = vSquareVec[FloodPos.first - 1].nHeight;
qFlooding.push(newFloodPos);
}
if( !vSquareVec[FloodPos.first + 1].bIsVisited &&
!vSquareVec[FloodPos.first + 1].bIsFlooding)
{
vSquareVec[FloodPos.first + 1].bIsFlooding = true;
newFloodPos.first = vSquareVec[FloodPos.first + 1].nPos;
newFloodPos.second = vSquareVec[FloodPos.first + 1].nHeight;
qFlooding.push(newFloodPos);
}
if( !vSquareVec[FloodPos.first + num_rows].bIsVisited &&
!vSquareVec[FloodPos.first + num_rows].bIsFlooding)
{
vSquareVec[FloodPos.first + num_rows].bIsFlooding = true;
newFloodPos.first = vSquareVec[FloodPos.first + num_rows].nPos;
newFloodPos.second = vSquareVec[FloodPos.first + num_rows].nHeight;
qFlooding.push(newFloodPos);
}
break;
case BOTTOM_ROW:
if( !vSquareVec[FloodPos.first - 1].bIsVisited &&
!vSquareVec[FloodPos.first - 1].bIsFlooding)
{
vSquareVec[FloodPos.first - 1].bIsFlooding = true;
newFloodPos.first = vSquareVec[FloodPos.first - 1].nPos;
newFloodPos.second = vSquareVec[FloodPos.first - 1].nHeight;
qFlooding.push(newFloodPos);
}
if( !vSquareVec[FloodPos.first + 1].bIsVisited &&
!vSquareVec[FloodPos.first + 1].bIsFlooding)
{
vSquareVec[FloodPos.first + 1].bIsFlooding = true;
newFloodPos.first = vSquareVec[FloodPos.first + 1].nPos;
newFloodPos.second = vSquareVec[FloodPos.first + 1].nHeight;
qFlooding.push(newFloodPos);
}
if( !vSquareVec[FloodPos.first - num_rows].bIsVisited &&
!vSquareVec[FloodPos.first - num_rows].bIsFlooding)
{
vSquareVec[FloodPos.first - num_rows].bIsFlooding = true;
newFloodPos.first = vSquareVec[FloodPos.first - num_rows].nPos;
newFloodPos.second = vSquareVec[FloodPos.first - num_rows].nHeight;
qFlooding.push(newFloodPos);
}
break;
case LEFT_COLUMN:
if( !vSquareVec[FloodPos.first + 1].bIsVisited &&
!vSquareVec[FloodPos.first + 1].bIsFlooding)
{
vSquareVec[FloodPos.first + 1].bIsFlooding = true;
newFloodPos.first = vSquareVec[FloodPos.first + 1].nPos;
newFloodPos.second = vSquareVec[FloodPos.first + 1].nHeight;
qFlooding.push(newFloodPos);
}
if( !vSquareVec[FloodPos.first + num_rows].bIsVisited &&
!vSquareVec[FloodPos.first + num_rows].bIsFlooding)
{
vSquareVec[FloodPos.first + num_rows].bIsFlooding = true;
newFloodPos.first = vSquareVec[FloodPos.first + num_rows].nPos;
newFloodPos.second = vSquareVec[FloodPos.first + num_rows].nHeight;
qFlooding.push(newFloodPos);
}
if( !vSquareVec[FloodPos.first - num_rows].bIsVisited &&
!vSquareVec[FloodPos.first - num_rows].bIsFlooding)
{
vSquareVec[FloodPos.first - num_rows].bIsFlooding = true;
newFloodPos.first = vSquareVec[FloodPos.first - num_rows].nPos;
newFloodPos.second = vSquareVec[FloodPos.first - num_rows].nHeight;
qFlooding.push(newFloodPos);
}
break;
case RIGHT_COLUMN:
if( !vSquareVec[FloodPos.first - 1].bIsVisited &&
!vSquareVec[FloodPos.first - 1].bIsFlooding)
{
vSquareVec[FloodPos.first - 1].bIsFlooding = true;
newFloodPos.first = vSquareVec[FloodPos.first - 1 ].nPos;
newFloodPos.second = vSquareVec[FloodPos.first - 1].nHeight;
qFlooding.push(newFloodPos);
}
if( !vSquareVec[FloodPos.first + num_rows].bIsVisited &&
!vSquareVec[FloodPos.first + num_rows].bIsFlooding)
{
vSquareVec[FloodPos.first + num_rows].bIsFlooding = true;
newFloodPos.first = vSquareVec[FloodPos.first + num_rows].nPos;
newFloodPos.second = vSquareVec[FloodPos.first + num_rows].nHeight;
qFlooding.push(newFloodPos);
}
if( !vSquareVec[FloodPos.first - num_rows].bIsVisited &&
!vSquareVec[FloodPos.first - num_rows].bIsFlooding)
{
vSquareVec[FloodPos.first - num_rows].bIsFlooding = true;
newFloodPos.first = vSquareVec[FloodPos.first - num_rows].nPos;
newFloodPos.second = vSquareVec[FloodPos.first - num_rows].nHeight;
qFlooding.push(newFloodPos);
}
break;
case FREE:
if( !vSquareVec[FloodPos.first + 1].bIsVisited &&
!vSquareVec[FloodPos.first + 1].bIsFlooding)
{
vSquareVec[FloodPos.first + 1].bIsFlooding = true;
newFloodPos.first = vSquareVec[FloodPos.first + 1].nPos;
newFloodPos.second = vSquareVec[FloodPos.first + 1].nHeight;
qFlooding.push(newFloodPos);
}
if( !vSquareVec[FloodPos.first - 1].bIsVisited &&
!vSquareVec[FloodPos.first - 1].bIsFlooding)
{
vSquareVec[FloodPos.first - 1].bIsFlooding = true;
newFloodPos.first = vSquareVec[FloodPos.first - 1].nPos;
newFloodPos.second = vSquareVec[FloodPos.first - 1].nHeight;
qFlooding.push(newFloodPos);
}
if( !vSquareVec[FloodPos.first + num_rows].bIsVisited &&
!vSquareVec[FloodPos.first + num_rows].bIsFlooding)
{
vSquareVec[FloodPos.first + num_rows].bIsFlooding = true;
newFloodPos.first = vSquareVec[FloodPos.first + num_rows].nPos;
newFloodPos.second = vSquareVec[FloodPos.first + num_rows].nHeight;
qFlooding.push(newFloodPos);
}
if( !vSquareVec[FloodPos.first - num_rows].bIsVisited &&
!vSquareVec[FloodPos.first - num_rows].bIsFlooding)
{
vSquareVec[FloodPos.first - num_rows].bIsFlooding = true;
newFloodPos.first = vSquareVec[FloodPos.first - num_rows].nPos;
newFloodPos.second = vSquareVec[FloodPos.first - num_rows].nHeight;
qFlooding.push(newFloodPos);
}
nTotalContained += nDepth;
break;
}
}
else
{
vSquareVec[FloodPos.first].bIsFlooding = false;
if( !vSquareVec[FloodPos.first].bIsFenced )
{
vSquareVec[FloodPos.first].bIsFenced = true;
qPerimeter.push(FloodPos);
}
}
}
}
}
return nTotalContained;
}
我只找到顶部、底部、左侧和右侧的正方形高度。
目前,我一直在试图弄清楚如何获得总体积,因为我知道水会溢出到高度较小的正方形上。我对此了解得越多,就越认为它应该递归完成,但找不到实现它的方法。
任何帮助将不胜感激。不只是为了将正确的方向推向我需要做的事情而寻找答案。
最佳答案
有趣的问题,有许多不同的解决方案。今天下午我一直在考虑这个问题,我会选择使用优先级队列(也许是最小堆)进行洪水填充之类的东西。我们称它为 fence
。
您还需要跟踪访问过哪些项目。最初将所有项目标记为未访问。
首先将网格周边的所有点添加到 fence
。
现在你像这样循环:
从 fence
弹出前面的项目。您已选择周边最低点之一。
您现在从该点开始填充。您可以递归地(深度优先)执行此操作,但我将使用无序队列(广度优先)来讨论这个问题。我们称此队列为 flood
。您首先将项目插入 flood
。
然后泛洪是这样进行的:循环直到 flood
中没有剩余的项目...
flood
中弹出一个项目flood
。fence
。您需要有一种方法来判断该项目是否已经在 fence
中 - 您不想再次添加它。也许您可以扩展您的“已访问”标志来应对这种情况。就是这样。不可否认,这只是一个思想实验,当时我躺在那里感到宿醉和肮脏,但我认为这很好。
按照您的要求...一些伪代码。
初始设置:
## Clear flags. Note I've added a 'flooding' flag
for each item in map
item.visited <- false # true means item has had its water depth added
item.fenced <- false # true means item is in the fence queue
item.flooding <- false # true means item is in the flooding queue
end
## Set up perimeter
for each item on edge of map (top, left, right, bottom)
push item onto fence
end
waterlevel <- 0
total <- 0
现在是算法的主要部分
while fence has items
item <- pop item from fence
if item.visited = true then loop again
## Update water level
if item.height > waterlevel then waterlevel = item.height
## Flood-fill item using current water level
push item onto flood
item.flooding <- true
while flood has items
item <- pop item from flood
depth <- waterlevel - item.height
if depth >= 0 then
# Item is at or below water level. Add its depth to total.
total <- total + depth
item.visited <- true
# Consider all immediate neighbours of item.
for each neighbour of item
if neighbour.visited = false then
if neighbour.flooding = false then
push neighbour onto flood
neighbour.flooding <- true
end
end
end
else
# Item is above water
item.flooding <- false
if item.fenced = false then
push item onto fence
item.fenced <- true
end
end
end
end
关于c++ - 在 3d 棋盘中查找水量的提示,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/15033555/
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我意识到您可以使用如下方式轻松检查焦点: var hasFocus = true; $(window).blur(function(){ hasFocus = false; }); $(win
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