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C 使用堆栈标记连接元件_C - Fatal编程技术网

C 使用堆栈标记连接元件

C 使用堆栈标记连接元件,c,C,我只是用递归编码连接的组件标签 但是我想要使用堆栈和结构的非递归版本 typedef struct _node{ int Xpos; int Ypos; int dir; }node; node *stack[MAX]; node *push(node *t) { stack[++top] = t; return t; } node *pop() { return stack[top--]; } 结构组件确实有X位置、Y位置和方向。 ex) 如果(t->dir==1){t-

我只是用递归编码连接的组件标签 但是我想要使用堆栈和结构的非递归版本

typedef struct _node{
int Xpos;
int Ypos;
int dir;    
}node;

node *stack[MAX];
node *push(node *t) {
stack[++top] = t;
return t;
}

node *pop() {
return stack[top--];
    }
结构组件确实有X位置、Y位置和方向。 ex) 如果(t->dir==1){t->Xpos=++t->Xpos,t->Ypos=--t->Ypos}; 8-邻域标记 我真的需要帮助! //编辑

//编辑 这是我通过递归得到的结果

#define MAP_SIZE 15
#define INILBCNT    10
int cnt = 1;
int input_map[MAP_SIZE][MAP_SIZE] =
{ {0,0,0,0,0,0,0,0,0,0,0,0,1,1,0},
{0,1,1,1,1,1,1,0,0,0,0,0,1,1,0},
{0,1,0,0,0,0,1,0,0,0,1,1,0,1,0},
{0,1,0,1,1,0,1,0,1,1,1,0,0,1,0},
{0,1,0,0,1,0,1,0,1,0,0,0,0,1,0},
{0,1,1,0,1,0,1,0,1,0,0,1,0,1,0},
{0,0,0,1,1,0,1,0,1,0,1,1,0,1,0},
{0,1,0,1,1,0,1,0,1,0,1,0,0,1,0},
{0,1,0,0,0,0,0,0,1,0,1,0,0,1,0},
{0,1,0,0,0,0,0,1,1,0,1,0,0,1,0},
{0,1,1,1,1,1,0,1,0,0,1,1,0,1,0},
{0,0,0,0,0,1,0,1,0,1,0,0,0,1,0},
{0,1,1,1,0,1,0,1,0,0,0,0,0,1,0},
{0,1,0,0,0,1,0,1,1,1,1,1,1,1,0},
{0,1,1,1,1,1,0,0,0,0,0,0,0,1,0}
};



void PrintMap()
{
system("cls");

for (int j = 0; j < MAP_SIZE; j++)
{
    for (int i = 0; i < MAP_SIZE; i++)
    {
        printf("%d ", input_map[j][i]);
    }
    printf("\n");   }  }

void glassFire(int mask_Y, int mask_X)
{

if (input_map[mask_Y][mask_X] != 1)
    return;
else
    if (input_map[mask_Y][mask_X] == 1)
    {
        input_map[mask_Y][mask_X] = cnt;            
        glassFire(mask_Y, mask_X + 1);
        glassFire(mask_Y + 1, mask_X);
        glassFire(mask_Y + 1, mask_X + 1);
        glassFire(mask_Y + 1, mask_X - 1);
        glassFire(mask_Y - 1, mask_X + 1);
        glassFire(mask_Y - 1, mask_X);
        glassFire(mask_Y - 1, mask_X + 1);
        glassFire(mask_Y, mask_X - 1); }}

void Serching()
{
PrintMap();
for (int i = 0; i < MAP_SIZE; i++)
{
    for (int j = 0; j < MAP_SIZE; j++)
    {

        if (input_map[j][i] == 1)
        {
            cnt++;
            glassFire(j, i);}
      }
   }
}
#定义地图尺寸15
#定义INILBCNT 10
int-cnt=1;
int input_map[map_SIZE][map_SIZE]=
{ {0,0,0,0,0,0,0,0,0,0,0,0,1,1,0},
{0,1,1,1,1,1,1,0,0,0,0,0,1,1,0},
{0,1,0,0,0,0,1,0,0,0,1,1,0,1,0},
{0,1,0,1,1,0,1,0,1,1,1,0,0,1,0},
{0,1,0,0,1,0,1,0,1,0,0,0,0,1,0},
{0,1,1,0,1,0,1,0,1,0,0,1,0,1,0},
{0,0,0,1,1,0,1,0,1,0,1,1,0,1,0},
{0,1,0,1,1,0,1,0,1,0,1,0,0,1,0},
{0,1,0,0,0,0,0,0,1,0,1,0,0,1,0},
{0,1,0,0,0,0,0,1,1,0,1,0,0,1,0},
{0,1,1,1,1,1,0,1,0,0,1,1,0,1,0},
{0,0,0,0,0,1,0,1,0,1,0,0,0,1,0},
{0,1,1,1,0,1,0,1,0,0,0,0,0,1,0},
{0,1,0,0,0,1,0,1,1,1,1,1,1,1,0},
{0,1,1,1,1,1,0,0,0,0,0,0,0,1,0}
};
void PrintMap()
{
系统(“cls”);
对于(int j=0;j
这段代码运行得很好

这段代码运行得很好

否,此代码具有未定义的行为,因为您使用
mask\u Y
和/或
mask\u X
值-1和/或15读取/写入
input\u map
,因为递归调用将1添加/删除到
mask\u Y
/
mask\u X

第一个if是无用的,但您必须检查索引,可以是:

void glassFire(int mask_Y, int mask_X)
{
   if ((mask_Y >= 0) && (mask_X >= 0) &&
       (mask_Y < MAP_SIZE) && (mask_X < MAP_SIZE) &&
       (input_map[mask_Y][mask_X] == 1))
   {
        ...
   }
}
您可以使用循环(这将有助于手动管理递归,更改更少的代码):

使用
typedef结构YX{inty;intx;}YX


要删除递归调用,包含方向的结构是不合适的,因为递归调用可以执行其他递归调用等,您只需保存稍后必须管理的索引

请注意,幸运的是,结果并不取决于递归调用的顺序

解决方案可以是:

void glassFire(int mask_Y, int mask_X)
{
  YX * stack = NULL;
  size_t sz = 0;
  size_t deep = 0;

  for (;;) {
    if (input_map[mask_Y][mask_X] == 1) /* need to check, can be false now */
    {
      input_map[mask_Y][mask_X] = cnt;

      static const YX offset[] = {
        {0,1},  {1,0},  {1,1}, {1,-1}, {-1,1}, {-1,0}, {-1,-1},  {0,-1}
      };

      /* up to 8 positions to save */
      if ((deep + 8) > sz) {
        sz += 8;
        stack = realloc(stack, sz * sizeof(YX));
      }

      for (int dir = 0; dir != 8; ++dir) {
        int ny = mask_Y + offset[dir].y;
        int nx = mask_X + offset[dir].x;

        if ((ny >= 0) && (nx >= 0) &&
            (ny < MAP_SIZE) && (nx < MAP_SIZE) &&
            (input_map[ny][nx] == 1))
        {
          stack[deep].y = ny;
          stack[deep].x = nx;
          deep += 1;
        }
      }
    }

    if (deep == 0)
      /* empty */
      break;

    deep -= 1;
    mask_Y = stack[deep].y;
    mask_X = stack[deep].x;
  }

  free(stack);
}
我让
cnt
input\u map
全局,但它们可以是局部的,并在参数中提供给glassFire。全局变量越少越好

注意:我的代码产生的结果与您的(对更正进行模化)相同,但我不知道您的代码是否正确,因为我不知道它真正需要做什么;-)

   glassFire(mask_Y, mask_X + 1);
   glassFire(mask_Y + 1, mask_X);
   glassFire(mask_Y + 1, mask_X + 1);
   glassFire(mask_Y + 1, mask_X - 1);
   glassFire(mask_Y - 1, mask_X + 1);
   glassFire(mask_Y - 1, mask_X);
   glassFire(mask_Y - 1, mask_X - 1); /*  modified */
   glassFire(mask_Y, mask_X - 1); }}
    static const YX offset[] = {
      {0,1}, {1,0}, {1,1}, {1,-1}, {-1,1}, {-1,0}, {-1,-1}, {0,-1}
    };

    for (int dir = 0; dir != 8; ++dir) 
      glassFire(mask_Y + offset[dir].y, mask_X + offset[dir].x);
void glassFire(int mask_Y, int mask_X)
{
  YX * stack = NULL;
  size_t sz = 0;
  size_t deep = 0;

  for (;;) {
    if (input_map[mask_Y][mask_X] == 1) /* need to check, can be false now */
    {
      input_map[mask_Y][mask_X] = cnt;

      static const YX offset[] = {
        {0,1},  {1,0},  {1,1}, {1,-1}, {-1,1}, {-1,0}, {-1,-1},  {0,-1}
      };

      /* up to 8 positions to save */
      if ((deep + 8) > sz) {
        sz += 8;
        stack = realloc(stack, sz * sizeof(YX));
      }

      for (int dir = 0; dir != 8; ++dir) {
        int ny = mask_Y + offset[dir].y;
        int nx = mask_X + offset[dir].x;

        if ((ny >= 0) && (nx >= 0) &&
            (ny < MAP_SIZE) && (nx < MAP_SIZE) &&
            (input_map[ny][nx] == 1))
        {
          stack[deep].y = ny;
          stack[deep].x = nx;
          deep += 1;
        }
      }
    }

    if (deep == 0)
      /* empty */
      break;

    deep -= 1;
    mask_Y = stack[deep].y;
    mask_X = stack[deep].x;
  }

  free(stack);
}
#include <stdio.h>
#include <stdlib.h>

#define MAP_SIZE 15
int cnt = 1;
int input_map[MAP_SIZE][MAP_SIZE] =
{ {0,0,0,0,0,0,0,0,0,0,0,0,1,1,0},
{0,1,1,1,1,1,1,0,0,0,0,0,1,1,0},
{0,1,0,0,0,0,1,0,0,0,1,1,0,1,0},
{0,1,0,1,1,0,1,0,1,1,1,0,0,1,0},
{0,1,0,0,1,0,1,0,1,0,0,0,0,1,0},
{0,1,1,0,1,0,1,0,1,0,0,1,0,1,0},
{0,0,0,1,1,0,1,0,1,0,1,1,0,1,0},
{0,1,0,1,1,0,1,0,1,0,1,0,0,1,0},
{0,1,0,0,0,0,0,0,1,0,1,0,0,1,0},
{0,1,0,0,0,0,0,1,1,0,1,0,0,1,0},
{0,1,1,1,1,1,0,1,0,0,1,1,0,1,0},
{0,0,0,0,0,1,0,1,0,1,0,0,0,1,0},
{0,1,1,1,0,1,0,1,0,0,0,0,0,1,0},
{0,1,0,0,0,1,0,1,1,1,1,1,1,1,0},
{0,1,1,1,1,1,0,0,0,0,0,0,0,1,0}
};

void PrintMap()
{
  for (int j = 0; j < MAP_SIZE; j++)
  {
    for (int i = 0; i < MAP_SIZE; i++)
    {
        printf("%d ", input_map[j][i]);
    }
    putchar('\n');
  }
}

typedef struct YX { int y; int x; } YX;

void glassFire(int mask_Y, int mask_X)
{
  YX * stack = NULL;
  size_t sz = 0;
  size_t deep = 0;

  for (;;) {
    if (input_map[mask_Y][mask_X] == 1)
    {
      input_map[mask_Y][mask_X] = cnt;

      static const YX offset[] = {
        {0,1},  {1,0},  {1,1}, {1,-1}, {-1,1}, {-1,0}, {-1,-1},  {0,-1}
      };

      /* 8 positions to save */
      if ((deep + 8) > sz) {
        sz += 8;
        stack = realloc(stack, sz * sizeof(YX));
      }

      for (int dir = 0; dir != 8; ++dir) {
        int ny = mask_Y + offset[dir].y;
        int nx = mask_X + offset[dir].x;

        if ((ny >= 0) && (nx >= 0) &&
            (ny < MAP_SIZE) && (nx < MAP_SIZE) &&
            (input_map[ny][nx] == 1))
        {
          stack[deep].y = ny;
          stack[deep].x = nx;
          deep += 1;
        }
      }
    }

    if (deep == 0)
      /* empty */
      break;

    deep -= 1;
    mask_Y = stack[deep].y;
    mask_X = stack[deep].x;
  }

  free(stack);
}

void Serching() /* probably searching */
{
  PrintMap();

  for (int i = 0; i < MAP_SIZE; i++)
  {
    for (int j = 0; j < MAP_SIZE; j++)
    {
        if (input_map[j][i] == 1)
        {
          cnt++;
          glassFire(j, i);}
      }
   }
}

int main()
{
  Serching();
  putchar('\n');
  PrintMap();
}
pi@raspberrypi:~ $ gcc -pedantic -Wall -Wextra c.c
pi@raspberrypi:~ $ ./a.out
0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 
0 1 1 1 1 1 1 0 0 0 0 0 1 1 0 
0 1 0 0 0 0 1 0 0 0 1 1 0 1 0 
0 1 0 1 1 0 1 0 1 1 1 0 0 1 0 
0 1 0 0 1 0 1 0 1 0 0 0 0 1 0 
0 1 1 0 1 0 1 0 1 0 0 1 0 1 0 
0 0 0 1 1 0 1 0 1 0 1 1 0 1 0 
0 1 0 1 1 0 1 0 1 0 1 0 0 1 0 
0 1 0 0 0 0 0 0 1 0 1 0 0 1 0 
0 1 0 0 0 0 0 1 1 0 1 0 0 1 0 
0 1 1 1 1 1 0 1 0 0 1 1 0 1 0 
0 0 0 0 0 1 0 1 0 1 0 0 0 1 0 
0 1 1 1 0 1 0 1 0 0 0 0 0 1 0 
0 1 0 0 0 1 0 1 1 1 1 1 1 1 0 
0 1 1 1 1 1 0 0 0 0 0 0 0 1 0 

0 0 0 0 0 0 0 0 0 0 0 0 4 4 0 
0 2 2 2 2 2 2 0 0 0 0 0 4 4 0 
0 2 0 0 0 0 2 0 0 0 4 4 0 4 0 
0 2 0 2 2 0 2 0 4 4 4 0 0 4 0 
0 2 0 0 2 0 2 0 4 0 0 0 0 4 0 
0 2 2 0 2 0 2 0 4 0 0 5 0 4 0 
0 0 0 2 2 0 2 0 4 0 5 5 0 4 0 
0 3 0 2 2 0 2 0 4 0 5 0 0 4 0 
0 3 0 0 0 0 0 0 4 0 5 0 0 4 0 
0 3 0 0 0 0 0 4 4 0 5 0 0 4 0 
0 3 3 3 3 3 0 4 0 0 5 5 0 4 0 
0 0 0 0 0 3 0 4 0 5 0 0 0 4 0 
0 3 3 3 0 3 0 4 0 0 0 0 0 4 0 
0 3 0 0 0 3 0 4 4 4 4 4 4 4 0 
0 3 3 3 3 3 0 0 0 0 0 0 0 4 0