[英]My recursive greatest common denominator function isn't working properly
[英]My move algorithm isn't working properly
經過大量的修改后,我認為我確定了我的問題,即我的球員在場地上的動作不正確:
for (t = 1; t <= ROUNDS; t++){
if (t % 10 == 0) {
print_game (field);
}
if (teamsize > 1){
for (m = 0; m < SIZE_TEAM; m++){
if (team [m].presence == 1){
if (team [m].direction == East){
if (team [m].y == 24){
if (field [team [m].x][team [m].y - 1] != 0){
rem (field [team [m].x][team [m].y - 1], teamsize);
field [team [m].x][team [m].y - 1] = team [m].id;
teamsize--;
}
else {
field [team [m].x][team [m].y - 1] = team [m].id;
}
}
if (field [team [m].x][team [m].y + 1] != 0) {
rem (field [team [m].x][team [m].y + 1], teamsize);
field [team [m].x][team [m].y + 1] = team [m].id;
teamsize--;
}
else {
field [team [m].x][team [m].y + 1] = team [m].id;
}
field [team [m].x][team [m].y] = 0;
}
else if (team [i].direction == West){
if (team [m].y == 0){
if (field [team [m].x][team [m].y + 1] != 0){
rem (field [team [m].x][team [m].y + 1], teamsize);
field [team [m].x][team [m].y + 1] = team [m].id;
teamsize--;
}
else {
field [team [m].x][team [m].y + 1] = team [m].id;
}
}
if (field [team [m].x][team [m].y - 1] != 0) {
rem (field [team [m].x][team [m].y - 1], teamsize);
field [team [m].x][team [m].y - 1] = team [m].id;
teamsize--;
}
else {
field [team [m].x][team [m].y - 1] = team [m].id;
}
field [team [m].x][team [m].y] = 0;
}
else if (team [i].direction == North){
if (team [m].x == 0){
if (field [team [m].x + 1][team [m].y] != 0){
rem (field [team [m].x + 1][team [m].y], teamsize);
field [team [m].x + 1][team [m].y] = team [m].id;
teamsize--;
}
else {
field [team [m].x + 1][team [m].y] = team [m].id;
}
if (field [team [m].x - 1][team [m].y] != 0){
rem (field [team [m].x - 1][team [m].y], teamsize);
field [team [m].x - 1][team [m].y] = team [m].id;
teamsize--;
}
else {
field [team [m].x - 1][team [m].y] = team [m].id;
}
field [team [m].x][team [m].y] = 0;
}
else if (team [i].direction == South){
if (team [m].x == 24){
if (field [team [m].x - 1][team [m].y] != 0){
rem (field [team [m].x - 1][team [m].y], teamsize);
field [team [m].x - 1][team [m].y] = team [m].id;
teamsize--;
}
else {
field [team [m].x - 1][team [m].y] = team [m].id;
}
if (field [team [m].x + 1][team [m].y] != 0){
rem (field [team [m].x + 1][team [m].y], teamsize);
field [team [m].x + 1][team [m].y] = team [m].id;
teamsize--;
}
else {
field [team [m].x + 1][team [m].y] = team [m].id;
}
field [team [m].x][team [m].y] = 0;
}
}
}
}
}
}
}
print_game (field);
return 0;
}
我怎么知道 好吧,我測試了部分代碼,結果很好。 只有當我包含這個巨大的循環時,事情才會變得復雜。 無論如何,如果您有任何奇怪之處,請告訴我。
另外,這是我的rem函數:
int rem (int id, int teamsize){
int k;
for (k = 0; k < teamsize; k++){
if (team [k].id == id){
team [k].presence = 0;
}
}
}
和我的枚舉:
enum move_direction {East = 1, West = 2, North = 3, South = 4};
通過查看在以下情況下如何在for循環之外聲明變量k: for(int k=0;k < teamsize; ++k)
我猜您是C的中間用戶像我這樣的語言。
由於您尚未在此處鏈接您先前發布的問題,因此我僅在此處嚴格按照此帖子進行操作。
我的理解是,您在返回結構數據的兩個數組( team
和field
上遇到了麻煩。
這兩個結構是否可能不兼容,甚至更糟糕的非標量數據?
當將team數組編碼為二維字段數組時,線性team數組本質上是一個表達式,其結果必須通過求值來獲得。 盡管您具有具有返回類型為int的各個結構數據成員,但team數組將必須具有team的struct返回類型,以使這些實例成為team數組的元素。
您可能已經知道,C的數組本質上是一個指向數組中第一個元素的指針。 C語言的這種實現建議兩個數組位於兩個不同的內存地址空間中。 因此,為了檢索字段數組中的數據,編譯器將不得不遍歷team數組以檢索必需的int數據。
僅通過思考過程,就可以合理地假設應該將int值返回到數組位置括號,以便可以訪問正確的字段數組元素。 但是,並非一切都在邏輯上起作用。
由於這些非標量數據點非常復雜,因此很可能無法編譯代碼。
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