So I was writing a code for solving the maze using BFS algorithm. Since I have to show the path, I am using a map for storing the parent node. Unfortunately, the parent node gets overwritten when it should've been left untouched. Here's the code
//Data structure to store the coordinates for easy access
class Point
{
public:
int x;
int y;
// For using map
bool operator<(const Point& p) const {
return this->x < p.x && this->y < p.y;
}
bool operator==(const Point& p)const {
return this->x == p.x && this->y == p.y;
}
};
// A function to be used in algo
// Return: Bool whether the value is in range
bool isValid(int row, int col)
{
return (row >= 0) && (row < ROW) &&
(col >= 0) && (col < COL);
}
// Off sets for the neighbours
int rowOffsets[] = { -1, 0, 0, 1 };
int colOffsets[] = { 0, -1, 1, 0 };
// The main BFS Algorithm
vector<Point> BFS(int mat[ROW][COL], Point source, Point destination)
{
bool visited[ROW][COL]; // An array to check whether the node is visited
memset(visited, false, sizeof(visited)); // Set all the values to false
// Mark the source as visited
visited[source.x][source.y] = true;
// Change the ! and * to movable spaces
for (int i = 0; i < ROW; ++i)
for (int j = 0; j < COL; ++j)
if (mat[i][j] == 99 || mat[i][j] == -01)
mat[i][j] = 0;
// Create the queue
queue<Point> q;
// The parent map. Second denotes the parent for the first.
map<Point, Point> parent;
q.push(source); // Enqueue source cell
// Let's Start!
bool success = false;
while (!q.empty())
{
Point current = q.front();
// Reached the destination?
if (current.x == destination.x && current.y == destination.y) {
success = true;
break; // Continue to the next stuff
}
// Deque it
q.pop();
// Continue BFS with other nodes
for (int i = 0; i < 4; i++)
{
int row = current.x + rowOffsets[i];
int col = current.y + colOffsets[i];
// if adjacent cell is valid, has path and not visited yet, enqueue it.
if (isValid(row, col) && !mat[row][col] && !visited[row][col])
{
// mark cell as visited and enqueue it
visited[row][col] = true;
Point Adjcell = { row, col };
parent[Adjcell] = current; // Certify the parent
q.push(Adjcell);
}
}
}
// Trace back
if (!success)
return {};
Point node = parent[destination]; // The first path
vector<Point> path;
while (node.x != source.x || node.y != source.y) {
path.push_back(node);
node = parent[node];
}
return path;
}
When I run this BFS algorithm with a maze I built, the map shows some very weird behavior. Here's an example:
This is the original map. Clearly from the code and the debugger, there should be one more entry for adjCell (2,1) with parent as (1,1) right? But no:
Nothing happens. This gets completely ignored. Ok let's say system is trolling me this once :(. At least now there should be new entry for (1,3) with (1,2) as parent. But no:
The value get's overwritten! How's this possible? Shouldn't there be new value? How come (1,2) & (1,3) are same?
Finally here's a weird observation: If I change this code in Point
class
bool operator<(const Point& p) const {
return this->x < p.x && this->y < p.y;
}
to
bool operator<(const Point& p) const {
return this->x < p.x;
}
The size of parent at the end changes from 7 to 13. My best guess is that there is something wrong with the insertion in map class. Since the operator < is 'key' for it, I could be missing something. But I don't have any definitive leads. Would really appreciate any help.
The operator<
function implementation is incorrect. It does not meet the criteria for strictly weak ordering of keys.
Use
bool operator<(const Point& p) const {
return std::tie(this->x, this->y) < std::tie(p.x, p.y);
}
If you want to hand code the correct implementation, use:
bool operator<(const Point& p) const {
if ( this->x != p.x )
{
return (this->x < p.x);
}
return (this->y < p.y);
}
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