FaToDFA::FaToDFA(modes _mode, AlgorithmWidget* _algorithm_widget, FA_widget* _not_dfa_widget, FA_widget* _dfa_widget, QLabel* _var_widget, QObject* parrent) : Algorithm(parrent), mode(_mode), algorithm_widget(_algorithm_widget), not_dfa_widget(_not_dfa_widget), dfa_widget(_dfa_widget), var_widget(_var_widget) { actInstruction = HEADER; prewInstruction = HEADER; instruction_count = WHILE_NEW+1; initInstructions(); initBreakpoints(instruction_count); this->setColumnCount(1); this->setRowCount(instructions.count()); var_widget->setText(""); for(int i = 0; i < instructions.count();i++) { QModelIndex index = this->index(i,0,QModelIndex()); setData(index,instructions[i],Qt::EditRole); setData(index,true,Algorithm::HasBreakpoint_Role); setData(index,false,Algorithm::Breakpoint_Role); switch(i) { case HEADER: setData(index,false,Algorithm::HasBreakpoint_Role); break; } } // // Connect algorithm buttons. // connect(this->algorithm_widget,SIGNAL(playPressed(int)),this,SLOT(runAlgorithm(int))); connect(this->algorithm_widget,SIGNAL(stopPressed()),this,SLOT(stop())); connect(this->algorithm_widget,SIGNAL(prewPressed()),this,SLOT(prevStep())); connect(this->algorithm_widget,SIGNAL(nextPressed()),this,SLOT(nextStep())); connect(this->algorithm_widget, SIGNAL(checkSolutionPressed()), this, SLOT(checkSolution())); connect(this->algorithm_widget, SIGNAL(showCorrectSolutionPressed()), this, SLOT(showCorrectSolution())); connect(this->algorithm_widget, SIGNAL(showUserSolutionPressed()), this, SLOT(showUserSolution())); connect(this->algorithm_widget, SIGNAL(beginPressed()), this, SLOT(toBegin())); connect(this->algorithm_widget, SIGNAL(endPressed()), this, SLOT(toEnd())); // // Connect timers. // connect(play_timer, SIGNAL(timeout()), this, SLOT(nextStep())); connect(check_step_timer, SIGNAL(timeout()), this, SLOT(checkSolution())); // Connect Finite Automata widgets connect(not_dfa_widget,SIGNAL(FA_changed(FiniteAutomata*)),this,SLOT(setFA(FiniteAutomata*))); connect(dfa_widget,SIGNAL(FA_changed(FiniteAutomata*)),this,SLOT(setDFA(FiniteAutomata*))); not_dfa_widget->setFA(new FiniteAutomata()); algorithm_widget->enableShowButton(); }
int jump(vector<int>& nums) { vector<int>toEnd(nums.size(), 0); for(int i = nums.size()-2; i >= 0; i--){ int minCand = toEnd[i+1]; for(int j = 1; j <= nums[i]; j++){ minCand = min(minCand, toEnd[i+j]); } toEnd[i] = 1 + minCand; } return toEnd[0]; }
/* nowdat, setday */ int func(struct ymd *nowday, struct ymd *setday) { int y = nowday->year; int m = nowday->month; int d = nowday->day; int yy = setday->year; int mm = setday->month; int dd = setday->day; int returnday = 0; if( (y > yy) || (y == yy && m > mm) || (y == yy && m == mm && d > dd) ) { if (y > yy) returnday = hasR(y, yy) + 365 *(y - yy -1) + toEnd(yy, mm, dd) + toStart(y, m, d); else if (y == yy) returnday = toEnd(yy, mm, dd) - toEnd(y, m, d); } else if ( y == yy && m == mm && d == dd ) { return 0; } else { if (yy > y) returnday = hasR(yy, y) + 365 *(yy - y -1) + toEnd(y ,m, d) + toStart(yy, mm, dd); else if (y == yy) returnday = toEnd(y, m, d) - toEnd(yy, mm, dd); } return returnday; }
void List::concat(const List& other) { ListBox* current = other.start; while (current) { toEnd(current->info); current = current->pointer; } }
fs::path make_relative(fs::path a_From, fs::path a_To) { a_From = fs::absolute(a_From); a_To = fs::absolute(a_To); fs::path ret; fs::path::const_iterator itrFrom(a_From.begin()), itrTo(a_To.begin()); // Find common base for (fs::path::const_iterator toEnd(a_To.end()), fromEnd(a_From.end()); itrFrom != fromEnd && itrTo != toEnd && *itrFrom == *itrTo; ++itrFrom, ++itrTo); // Navigate backwards in directory to reach previously found base for (fs::path::const_iterator fromEnd(a_From.end()); itrFrom != fromEnd; ++itrFrom) { if( (*itrFrom) != "." ) ret /= ".."; } // Now navigate down the directory branch ret.append( itrTo, a_To.end() ); return ret; }
// Return path when appended to from will resolve to same as to boost::filesystem::path makeRelativePath(boost::filesystem::path from, boost::filesystem::path to) { boost::filesystem::path ret; boost::filesystem::path::const_iterator itrFrom(from.begin()), itrTo(to.begin()); from = boost::filesystem::absolute(from); to = boost::filesystem::absolute(to); // Find common base for (boost::filesystem::path::const_iterator toEnd(to.end()), fromEnd(from.end()); itrFrom != fromEnd && itrTo != toEnd && *itrFrom == *itrTo; ++itrFrom, ++itrTo) ; // Navigate backwards in directory to reach previously found base for (boost::filesystem::path::const_iterator fromEnd(from.end()); itrFrom != fromEnd; ++itrFrom) { if ((*itrFrom) != ".") ret /= ".."; } // Now navigate down the directory branch ret.append(itrTo, to.end()); return ret; }
/* y is now, yy is the set day */ int func(int y, int m, int d, int yy, int mm, int dd) { int returnday = 0; if( (y > yy) || (y == yy && m > mm) || (y == yy && m == mm && d > dd) ) { if (y > yy) returnday = hasR(y, yy) + 365 *(y - yy -1) + toEnd(yy, mm, dd) + toStart(y, m, d); else if (y == yy) returnday = toEnd(yy, mm, dd) - toEnd(y, m, d); } else if ( y == yy && m == mm && d == dd ) { return 0; } else { if (yy > y) returnday = hasR(yy, y) + 365 *(yy - y -1) + toEnd(y ,m, d) + toStart(yy, mm, dd); else if (y == yy) returnday = toEnd(y, m, d) - toEnd(yy, mm, dd); } return returnday; }
dialog::RESULT fileSelect::run() { if (!init(size_)) { return dialog::R_NCREAT; } refresh(); // Handle keyboard. keyMapping::KEYLABEL label; bool cont = true; while (cont) { label = handleKeyboard(); switch (label) { case keyMapping::K_HELP: { if (showHelp() == dialog::R_RESIZE) { // Resized window. return dialog::R_RESIZE; } break; } case keyMapping::K_QUIT: { cont = false; break; } case keyMapping::K_DOWN: { moveDown(); refresh(); break; } case keyMapping::K_UP: { moveUp(); refresh(); break; } case keyMapping::K_LIST_START: { toStart(); refresh(); break; } case keyMapping::K_LIST_END: { toEnd(); refresh(); break; } case keyMapping::K_MARK: { handleMark(); moveDown(); refresh(); break; } case keyMapping::K_SELECT: { pressed_select_key_ = true; cont = false; break; } case keyMapping::K_MARK_ALL: { handleMarkAll(); break; } case keyMapping::K_RESIZE: { // Close this window, and make the parent // resize its window. return dialog::R_RESIZE; break; } default: { refresh(); break; } } } return dialog::R_QUIT; }
// Move along the path. Return false if end of path reached. CCSBot::PathResult CCSBot::UpdatePathMovement(bool allowSpeedChange) { if (m_pathLength == 0) return PATH_FAILURE; if (cv_bot_walk.value != 0.0f) Walk(); // If we are navigating a ladder, it overrides all other path movement until complete if (UpdateLadderMovement()) return PROGRESSING; // ladder failure can destroy the path if (m_pathLength == 0) return PATH_FAILURE; // we are not supposed to be on a ladder - if we are, jump off if (IsOnLadder()) Jump(MUST_JUMP); assert(m_pathIndex < m_pathLength); // Check if reached the end of the path bool nearEndOfPath = false; if (m_pathIndex >= m_pathLength - 1) { Vector toEnd(pev->origin.x, pev->origin.y, GetFeetZ()); Vector d = GetPathEndpoint() - toEnd; // can't use 2D because path end may be below us (jump down) const float walkRange = 200.0f; // walk as we get close to the goal position to ensure we hit it if (d.IsLengthLessThan(walkRange)) { // don't walk if crouching - too slow if (allowSpeedChange && !IsCrouching()) Walk(); // note if we are near the end of the path const float nearEndRange = 50.0f; if (d.IsLengthLessThan(nearEndRange)) nearEndOfPath = true; const float closeEpsilon = 20.0f; if (d.IsLengthLessThan(closeEpsilon)) { // reached goal position - path complete DestroyPath(); // TODO: We should push and pop walk state here, in case we want to continue walking after reaching goal if (allowSpeedChange) Run(); return END_OF_PATH; } } } // To keep us moving smoothly, we will move towards // a point farther ahead of us down our path. int prevIndex = 0; // closest index on path just prior to where we are now const float aheadRange = 300.0f; int newIndex = FindPathPoint(aheadRange, &m_goalPosition, &prevIndex); // BOTPORT: Why is prevIndex sometimes -1? if (prevIndex < 0) prevIndex = 0; // if goal position is near to us, we must be about to go around a corner - so look ahead! const float nearCornerRange = 100.0f; if (m_pathIndex < m_pathLength - 1 && (m_goalPosition - pev->origin).IsLengthLessThan(nearCornerRange)) { ClearLookAt(); InhibitLookAround(0.5f); } // if we moved to a new node on the path, setup movement if (newIndex > m_pathIndex) { SetPathIndex(newIndex); } if (!IsUsingLadder()) { // Crouching // if we are approaching a crouch area, crouch // if there are no crouch areas coming up, stand const float crouchRange = 50.0f; bool didCrouch = false; for (int i = prevIndex; i < m_pathLength; i++) { const CNavArea *to = m_path[i].area; // if there is a jump area on the way to the crouch area, don't crouch as it messes up the jump // unless we are already higher than the jump area - we must've jumped already but not moved into next area if ((to->GetAttributes() & NAV_JUMP)/* && to->GetCenter()->z > GetFeetZ()*/) break; Vector close; to->GetClosestPointOnArea(&pev->origin, &close); if ((close - pev->origin).Make2D().IsLengthGreaterThan(crouchRange)) break; if (to->GetAttributes() & NAV_CROUCH) { Crouch(); didCrouch = true; break; } } if (!didCrouch && !IsJumping()) { // no crouch areas coming up StandUp(); } // end crouching logic } // compute our forward facing angle m_forwardAngle = UTIL_VecToYaw(m_goalPosition - pev->origin); // Look farther down the path to "lead" our view around corners Vector toGoal; if (m_pathIndex == 0) { toGoal = m_path[1].pos; } else if (m_pathIndex < m_pathLength) { toGoal = m_path[m_pathIndex].pos - pev->origin; // actually aim our view farther down the path const float lookAheadRange = 500.0f; if (!m_path[m_pathIndex].ladder && !IsNearJump() && toGoal.Make2D().IsLengthLessThan(lookAheadRange)) { float along = toGoal.Length2D(); int i; for (i = m_pathIndex + 1; i < m_pathLength; i++) { Vector delta = m_path[i].pos - m_path[i - 1].pos; float segmentLength = delta.Length2D(); if (along + segmentLength >= lookAheadRange) { // interpolate between points to keep look ahead point at fixed distance float t = (lookAheadRange - along) / (segmentLength + along); Vector target; if (t <= 0.0f) target = m_path[i - 1].pos; else if (t >= 1.0f) target = m_path[i].pos; else target = m_path[i - 1].pos + t * delta; toGoal = target - pev->origin; break; } // if we are coming up to a ladder or a jump, look at it if (m_path[i].ladder || (m_path[i].area->GetAttributes() & NAV_JUMP)) { toGoal = m_path[i].pos - pev->origin; break; } along += segmentLength; } if (i == m_pathLength) { toGoal = GetPathEndpoint() - pev->origin; } } } else { toGoal = GetPathEndpoint() - pev->origin; } m_lookAheadAngle = UTIL_VecToYaw(toGoal); // initialize "adjusted" goal to current goal Vector adjustedGoal = m_goalPosition; // Use short "feelers" to veer away from close-range obstacles // Feelers come from our ankles, just above StepHeight, so we avoid short walls, too // Don't use feelers if very near the end of the path, or about to jump // TODO: Consider having feelers at several heights to deal with overhangs, etc. if (!nearEndOfPath && !IsNearJump() && !IsJumping()) { FeelerReflexAdjustment(&adjustedGoal); } // draw debug visualization if ((cv_bot_traceview.value == 1.0f && IsLocalPlayerWatchingMe()) || cv_bot_traceview.value == 10.0f) { DrawPath(); const Vector *pos = &m_path[m_pathIndex].pos; UTIL_DrawBeamPoints(*pos, *pos + Vector(0, 0, 50), 1, 255, 255, 0); UTIL_DrawBeamPoints(adjustedGoal, adjustedGoal + Vector(0, 0, 50), 1, 255, 0, 255); UTIL_DrawBeamPoints(pev->origin, adjustedGoal + Vector(0, 0, 50), 1, 255, 0, 255); } // dont use adjustedGoal, as it can vary wildly from the feeler adjustment if (!IsAttacking() && IsFriendInTheWay(&m_goalPosition)) { if (!m_isWaitingBehindFriend) { m_isWaitingBehindFriend = true; const float politeDuration = 5.0f - 3.0f * GetProfile()->GetAggression(); m_politeTimer.Start(politeDuration); } else if (m_politeTimer.IsElapsed()) { // we have run out of patience m_isWaitingBehindFriend = false; ResetStuckMonitor(); // repath to avoid clump of friends in the way DestroyPath(); } } else if (m_isWaitingBehindFriend) { // we're done waiting for our friend to move m_isWaitingBehindFriend = false; ResetStuckMonitor(); } // Move along our path if there are no friends blocking our way, // or we have run out of patience if (!m_isWaitingBehindFriend || m_politeTimer.IsElapsed()) { // Move along path MoveTowardsPosition(&adjustedGoal); // Stuck check if (m_isStuck && !IsJumping()) { Wiggle(); } } // if our goal is high above us, we must have fallen bool didFall = false; if (m_goalPosition.z - GetFeetZ() > JumpCrouchHeight) { const float closeRange = 75.0f; Vector2D to(pev->origin.x - m_goalPosition.x, pev->origin.y - m_goalPosition.y); if (to.IsLengthLessThan(closeRange)) { // we can't reach the goal position // check if we can reach the next node, in case this was a "jump down" situation if (m_pathIndex < m_pathLength - 1) { if (m_path[m_pathIndex + 1].pos.z - GetFeetZ() > JumpCrouchHeight) { // the next node is too high, too - we really did fall of the path didFall = true; } } else { // fell trying to get to the last node in the path didFall = true; } } } // This timeout check is needed if the bot somehow slips way off // of its path and cannot progress, but also moves around // enough that it never becomes "stuck" const float giveUpDuration = 5.0f; // 4.0f if (didFall || gpGlobals->time - m_areaEnteredTimestamp > giveUpDuration) { if (didFall) { PrintIfWatched("I fell off!\n"); } // if we havent made any progress in a long time, give up if (m_pathIndex < m_pathLength - 1) { PrintIfWatched("Giving up trying to get to area #%d\n", m_path[m_pathIndex].area->GetID()); } else { PrintIfWatched("Giving up trying to get to end of path\n"); } Run(); StandUp(); DestroyPath(); return PATH_FAILURE; } return PROGRESSING; }