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Flood Fill recursive stack overflow

If i try to Fill a 100x100 rectangle then i get an overflow. A 50x50 works fine.

Is there a way to fix the overflow?

I also print out the Stack Number and sometimes the working rectangle Stack is higher then the big one (it crashes around 7000).

void draw(int x, int y)
{
if ((x >= 0 && x < 100) && (y >= 0 && y < 100))
    {
            canvas.set_pixel(x, y);
            if (!canvas.get_pixel(x, y + 1))draw(x, y + 1);
            if (!canvas.get_pixel(x, y-1))draw(x, y - 1);
            if (!canvas.get_pixel(x - 1, y))draw(x - 1, y);
            if (!canvas.get_pixel(x+1, y))draw(x + 1, y);   

    }

    return;
}

Don't use recursion. Instead, use a stack to store the coordinates you want to draw. And iterate until the stack is empty.

void draw(int x, int y)
{
    struct coordinate { int x, y; };
    std::stack<coordinate> to_draw;
    to_draw.push({x, y});

    while (!to_draw.empty())
    {
        auto top = to_draw.top();
        to_draw.pop();
        if (  (top.x >= 0 && top.x < 100)
           && (top.y >= 0 && top.y < 100)
           && !canvas.get_pixel(top.x, top.y))
        {
            canvas.set_pixel(top.x, top.y);
            to_draw.push({top.x, top.y + 1});
            to_draw.push({top.x, top.y - 1});
            to_draw.push({top.x + 1, top.y});
            to_draw.push({top.x - 1, top.y});
        }            
    }
}

The reason you get a stack overflow is that the recursion goes too deep.

How deep will it go? Well, with the algorithm the way you designed it - it will actually go to depth 100*100=10,000 !

Let's look at in what order will the canvas be filled - assuming the canvas is empty and we start filling from the middle:

  • set the middle pixel

  • go to x,y+1

  • do that until you get to the edge

  • at the edge - move to x-1,0 (remember, we're at the top)

  • go down until the bottom

etc. etc.

The point is - you're going deeper and deeper until you fill the canvas, and then have a "chain" of recursion calls going all around the canvas and it's a waste :)

Benjamin is right that you can use a stack, but a stack basically does the exact same thing (just without the recursion), so the stack will get to depth 10,000 as well. Still a waste, and you run out of memory in some cases (for a bitmap canvas, each pixel takes 1 bit, but the stack will have 2 integers per pixel for x,y , and thus could take 64 times more memory than the canvas)

Instead - use a queue! Almost the same code:

void draw(int x, int y)
{
    struct coordinate { int x, y; };
    std::queue<coordinate> to_draw; // <- changed from stack to queue
    to_draw.push({x, y});

    while (!to_draw.empty())
    {
        auto top = to_draw.front(); // <- changed from top to front
        to_draw.pop();
        if (  (top.x >= 0 && top.x < 100)
           && (top.y >= 0 && top.y < 100)
           && !canvas.get_pixel(top.x, top.y))
        {
            canvas.set_pixel(top.x, top.y);
            to_draw.push({top.x, top.y + 1});
            to_draw.push({top.x, top.y - 1});
            to_draw.push({top.x + 1, top.y});
            to_draw.push({top.x - 1, top.y});
        }            
    }
}

And now the memory needed will be <=4*100 ! In other words - by changing from stack to queue we changed the memory needed from N*N to 4*N .

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