Check for numbers as string in two gameObjects - c#

I have a list of GameObjects that have names like
cube 1
cube 2
cube 3
Now I have another list of GameObjects that also have names like
sphere 4
sphere 2
sphere 8
Now I am comparing these two lists, I want the statement to be true if the numbers match. That is, if cube "2" == sphere "2", how do I do this? Also the Count of both lists remain equal.
public List<GameObject> cube = new List<GameObject>();
public List<GameObject> sphere = new List<GameObject>();
void Start(){
for(int i=0; i<cube.Count; i++){
//Check if the string in their names for numbers match
}
}

void Start(){
// step 1: store indices of cubes in dictionary
Dictionary<int, int> cubeIdToIndex = new Dictionary<int, int>();
for (int cubeIndex = 0; cubeIndex < cube.Count; cubeIndex++) {
string name = cube[cubeIndex].name;
int id = int.Parse(name.Substring(name.LastIndexOf(' ')));
cubeIdToIndex[id] = cubeIndex;
}
// step 2: check spheres
for (int sphereIndex = 0; sphereIndex < sphere.Count; sphereIndex++) {
string name = sphere[sphereIndex].name;
int id = int.Parse(name.Substring(name.LastIndexOf(' ')));
if(cubeIdToIndex.TryGetValue(id, out int cubeIndex)) {
// here cube[cubeIndex] matches sphere[sphereIndex]
}
}
}
There are more efficient ways to do this, but IMHO this one is a good tradeoff between performance and understandability.
However you should think about reorganizing your data structure, because matching based on naming convention is inefficient and error prone.

Related

Unity - Combining data increases RAM usage -> Garbage Collector causes frame drops

Right now, I'm working on a QuadTree LOD system for planets. In general everything is working quite nice.
As a rough description of how the mesh is generated:
Every node generated by the QuadTree contains a container called "NodeMeshData". This contains all information to generate a simple Mesh
public class NodeMeshData
{
public Vector3[] vertices;
public int[] indices;
public Vector2[] uvs;
public void Clear()
{
vertices = null;
indices = null;
uvs = null;
}
}
Whenever the mesh needs to be regenerated, all QuadTree nodes without any children (leaf nodes) are asked for there NodeMeshData. All these are put into one Array of NodeMeshData objects.
public void UpdateQuadTree(Vector3 playerPosition)
{
_quadTree.UpdateTree(playerPosition);
NodeMeshData[] data = _quadTree.GetNodeMeshData().ToArray();
CombinedMeshData.Combine(data);
}
(CombinedMeshData is a NodeMeshData property from the class where this method is)
The problem now lies in the combining of all these NodeMeshData objects into one to generate the final mesh - the extention method "Combine". By process of elimination I found out that it must be this method that causes the problem I have.
public static class NodeMeshHelper
{
public static void Combine(this NodeMeshData newData, IList<NodeMeshData> nodeMeshData)
{
int verticesCount = nodeMeshData.Sum(static nmd => nmd.vertices.Length);
int indicesCount = nodeMeshData.Sum(static nmd => nmd.indices.Length);
int uvsCount = nodeMeshData.Sum(static nmd => nmd.uvs.Length);
List<Vector3> vertices = new(verticesCount);
List<int> indices = new(indicesCount);
List<Vector2> uvs = new(uvsCount);
int lastIndex = 0;
foreach (var meshData in nodeMeshData)
{
vertices.AddRange(meshData.vertices);
int[] shiftedIndices = meshData.indices.Select(index => index + lastIndex).ToArray();
lastIndex += meshData.indices.Last() + 1;
indices.AddRange(shiftedIndices);
uvs.AddRange(meshData.uvs);
}
newData.vertices = vertices.ToArray();
newData.indices = indices.ToArray();
newData.uvs = uvs.ToArray();
}
}
Whenever it is called and executed, the RAM usage rises. After a few seconds, the garbage collector kicks in and cleans the memory of all the unused data as it is supposed to do. But this results in a nasty frame drop every single time.
My idea is that all these declarations of new Lists or the AddRange calls cause the rising RAM usage. From asking my collegues I found out, that declaring Lists with a fixed size should eliminate the internal redeclarations of Arrays within the List objects when AddRange is called. But as you can see, I already do that and it doesn't help. I also tried to change the NodeMeshHelper into a non static class with fields for the lists or the final NodeMeshData result. It didn't help either.
What can I do to fix this? Is there a simple way, e.g. changing the "Combine" method in a way that it doesn't use new memory every single time? Or do I need to rethink my QuadTree or mesh creation algorithm completely (I hope not)? What about compute shaders?
Whoever is interested in the full code:
Github
UPDATE
I changed the NodeMeshHelper to not longer use Lists. Now it uses Arrays. I did that because it seems to improve the performance a bit. Also I hope that it might go in the right direction to fix my major problem. Yes, I know there still are "new" statements for the arrays.
public static class NodeMeshHelper
{
public static void Combine(this NodeMeshData newData, NodeMeshData[] nodeMeshData)
{
int vertexIterator = 0;
int indexIterator = 0;
int uvIterator = 0;
int verticesCount = 0;
foreach (var nmd in nodeMeshData)
verticesCount += nmd.vertices.Length;
int indicesCount = 0;
foreach (var nmd in nodeMeshData)
indicesCount += nmd.indices.Length;
int uvsCount = 0;
foreach (var nmd in nodeMeshData)
uvsCount += nmd.uvs.Length;
Vector3[] vertices = new Vector3[verticesCount];
int[] indices = new int[indicesCount];
Vector2[] uvs = new Vector2[uvsCount];
int lastIndex = 0;
foreach (var meshData in nodeMeshData)
{
// vertices
foreach (Vector3 vertex in meshData.vertices)
{
vertices[vertexIterator] = vertex;
vertexIterator++;
}
// indices
foreach (int index in meshData.indices)
{
indices[indexIterator] = index + lastIndex;
indexIterator++;
}
lastIndex += meshData.indices[^1] + 1;
// uvs
foreach (Vector2 uv in meshData.uvs)
{
uvs[uvIterator] = uv;
uvIterator++;
}
}
newData.vertices = vertices;
newData.indices = indices;
newData.uvs = uvs;
}
}
UPDATE 2
I also tried to implement this in Unitys Job System. But unfortunately it does not support NativeArrays of NativeArrays, which (in my brain) is necessary for my purposes.

Unity want to get gameobjects from another array

I have an array that gets all the gameobjects with the enemyMelee tag and i want to put the ones that have the idEnemy equal to the idDestination in another array.
How can i do this?
The maybeBlobsEnemy is the array that has all of them and blobsEnemy is the array that i want with only the condition above
Here is my code
void Update()
{
maybeBlobsEnemy = GameObject.FindGameObjectsWithTag("blobMelee");
for (int i = 0; i < maybeBlobsEnemy.Length; i++)
{
if (maybeBlobsEnemy[i].GetComponent<BlobBehavior>().idBlob == idDestination)
{
blobsEnemy[i] = maybeBlobsEnemy[i];
}
}
Thank you for you time

When trying to display a hand of cards from a shuffled deck, it fills every hand with the Ace of Clubs

This is my first time using C#. I have to convert an old project from Java. The old project works, but when I attempted to convert it, something went wrong? The Card class sets the default card to the Ace of Spades, but it is displaying Ace of Clubs. Ace and Clubs are each the first listed of the enums so I guess it is not using the default?
Since it is displaying the same card I thought it would be something wrong with my shuffle method..but I am unsure at this point.
There is a Card, Deck, and Hand class. Then Enums for Suit and Face.
UPDATE: I believe the error is in the method directly below? I need to figure out how to use the 'n' in c#. It is needed in a different class.
In Java I had it as:
public Card(int n)
{
face = Face.values()[n % 13];
suit = Suit.values()[n % 4];
} //end Card (int n) method
c#:
public Card(int n) //??
{
var face = (Face) 13;
var suit = (Suit) 4;
}
The code above is in the Card class? I know that is not too helpful, but the only other way it to post ALL of the code here.
//Some of the Deck class
public void Shuffle()
{
Random ran = new Random();
for (int nextCard = 0; nextCard < deck.Length; nextCard++)
{
Card hold = deck[nextCard];
int random = ran.Next(deck.Length);
deck[nextCard] = deck[random];
deck[random] = hold;
}
}
public Card DealACard()
{
if (nextCard > 51)
{
return null;
}
return deck[nextCard++];
}
public Hand DealAHand(int handSize)
{
Hand hand = new Hand(handSize);
for (int i = 0; i < handSize; i++)
{
hand.AddCard(DealACard());
}
return hand;
}
//Some of the Hand Class
public void AddCard(Card card)
{
hand[cardsInHand] = card;
cardsInHand++;
}
public override string ToString()
{
String handToString = ""; //string to hold display format
//for loop to display each card in a hand
for (int n = 0; n < cardsInHand; n++)
{
handToString += hand[n].ToString() + "\n";
}
return handToString;
}
// Driver Class
Deck deck1 = new Deck();
int cardsToGet = 53;
do
{
Console.Write("How many cards are in one hand? ");
int handSize = Convert.ToInt32(Console.ReadLine());
// int handSize = Console.Read();
Console.Write("How many players are playing? ");
int players = Convert.ToInt32(Console.ReadLine());
cardsToGet = handSize * players;
if (cardsToGet < 53) // if to shuffle deck and display players' hands
{
deck1.Shuffle();
for (int i = 0; i < players; i++) // displays each players hand
{
Console.WriteLine("\nPlayer " + (i + 1) + ":");
Console.WriteLine(deck1.DealAHand(handSize));
}
}
else
{
Console.WriteLine("\nThere are not enough cards in the deck to deal " + players + " hands of " + handSize + " cards. Try again.\n");
}
}
while (cardsToGet > 52);
It is suppose to ask for a number of cards per hand and a number of players then displays a hand for each player without duplicating cards. Currently, it fills every players hand with Ace of Clubs. There are no errors showing.
Now that you've updated your question, this is answerable. The mistake is in your Card constructor, which no matter the value of n that you pass in, creates every card with the Face with value 13 and the Suit with value 4. You have the right method for turning an int into a Face or Suit enum (just cast it), so you just need to do the modulo operation like your Java version did:
public Card(int n)
{
var face = (Face) n % 13;
var suit = (Suit) n % 4;
}
Well, almost. The var keyword in C# just creates a local variable that's not visible outside the scope it's declared in: in this case, the constructor. What you meant to do is assign values to instance properties of your Card class. You haven't shown us what those properties are named, but I'm going to assume they're named Face and Suit (with initial uppercase as is C# naming convention); rename as appropriate:
public Card(int n)
{
this.Face = (Face) n % 13;
this.Suit = (Suit) n % 4;
}
And now your cards should all be different, rather than all being the ace of clubs.
Hello TJ and welcome to S/O, coming from other languages can be a learning curve. Same as if I switched to Java. I quickly threw this together to introduce working with lists and classes within C#. Not perfect, but does what you are looking to get at. Hope it helps. I originally wrote this with C# via a WPF application vs Console app, but the core is all the same (only thing that would be different is the "MessageBox.Show()" that shows each hand vs the Console output which I also included.
I am notorious for commenting through my code and hope this all (or most of it) makes sense as you dive into C#...
I'm starting with enums for the card faces and suits.
public enum CardFace
{
Two = 0,
Three = 1,
Four = 2,
Five = 3,
Six = 4,
Seven = 5,
Eight = 6,
Nine = 7,
Ten = 8,
Jack = 9,
Queen = 10,
King = 11,
Ace = 12
}
public enum CardSuit
{
Hearts = 0,
Clubs = 1,
Diamonds = 2,
Spades = 3
}
Next, a class to represent a single card
public class SingleCard
{
public CardFace Face { get; set; }
public CardSuit Suit { get; set; }
// place-holder for randomizing cards
public int RndNumber { get; set; }
// return the name of the card based on it's parts as single string
public string NameOfCard { get { return $"{Face} of {Suit}"; } }
}
Now, the class for building the initial deck of cards, shuffling, dealing and displaying the cards (of the entire deck, or of the individual hands)
public class DeckOfCards
{
public List<SingleCard> SingleDeck { get; private set; } = new List<SingleCard>();
public List<SingleCard> ShuffledDeck { get; private set; }
// create a single random generator ONCE and leave active. This to help prevent
// recreating every time you need to shuffle and getting the same sequences.
// make static in case you want multiple decks, they keep using the same randomizing object
private static Random rndGen = new Random();
public DeckOfCards()
{
// build the deck of cards once...
// Start going through each suit
foreach (CardSuit s in typeof(CardSuit).GetEnumValues())
{
// now go through each card within each suit
foreach (CardFace f in typeof(CardFace).GetEnumValues())
// Now, add a card to the deck of the suite / face card
SingleDeck.Add(new SingleCard { Face = f, Suit = s });
}
// so now you have a master list of all cards in your deck declared once...
}
public void ShuffleDeck()
{
// to shuffle a deck, assign the next random number sequentially to the deck.
// don't just do random of 52 cards, but other to prevent duplicate numbers
// from possibly coming in
foreach (var oneCard in SingleDeck)
oneCard.RndNumber = rndGen.Next(3901); // any number could be used...
// great, now every card has a randomized number assigned.
// return the list sorted by that random number...
ShuffledDeck = SingleDeck.OrderBy( o => o.RndNumber).ToList();
}
public void DisplayTheCards( List<SingleCard> theCards )
{
// show the deck of cards, or a single person's hand of cards
var sb = new StringBuilder();
foreach (var c in theCards)
sb = sb.AppendLine( c.NameOfCard );
MessageBox.Show(sb.ToString());
}
public void ConsoleDisplayTheCards(List<SingleCard> theCards)
{
// show the deck of cards, or a single person's hand of cards
foreach (var c in theCards)
Console.WriteLine(c.NameOfCard);
}
public List<List<SingleCard>> DealHands( int Players, int CardsPerHand )
{
// create a list of how many hands to be dealt...
// each player hand will consist of a list of cards
var Hands = new List<List<SingleCard>>(Players);
// prepare every players hand before dealing cards
for (var curPlayer = 0; curPlayer < Players; curPlayer++)
// each player gets their own list of cards
Hands.Add( new List<SingleCard>());
// prepare card sequence to deal
var nextCard = 0;
// loop for as many cards per hand
for (var oneCard = 0; oneCard < CardsPerHand; oneCard++)
{
// loop every player gets a card at a time vs one player gets all, then next player
for (var curPlayer = 0; curPlayer < Players; curPlayer++)
// add whatever the next card is to each individual's hand
Hands[curPlayer].Add(ShuffledDeck[nextCard++]);
}
return Hands;
}
}
I did not include the input of getting how many players, how many cards as you already had that. I also did not validate total cards to be dealt as you had that too. HTH

Where is the flaw in my algorithm for consolidating gold mines?

The setup is that, given a list of N objects like
class Mine
{
public int Distance { get; set; } // from river
public int Gold { get; set; } // in tons
}
where the cost of moving the gold from one mine to the other is
// helper function for cost of a move
Func<Tuple<Mine,Mine>, int> MoveCost = (tuple) =>
Math.Abs(tuple.Item1.Distance - tuple.Item2.Distance) * tuple.Item1.Gold;
I want to consolidate the gold into K mines.
I've written an algorithm, thought it over many times, and don't understand why it isn't working. Hopefully my comments help out. Any idea where I'm going wrong?
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
class Mine
{
public int Distance { get; set; } // from river
public int Gold { get; set; } // in tons
}
class Solution
{
static void Main(String[] args)
{
// helper function for reading lines
Func<string, int[]> LineToIntArray = (line) => Array.ConvertAll(line.Split(' '), Int32.Parse);
int[] line1 = LineToIntArray(Console.ReadLine());
int N = line1[0], // # of mines
K = line1[1]; // # of pickup locations
// Populate mine info
List<Mine> mines = new List<Mine>();
for(int i = 0; i < N; ++i)
{
int[] line = LineToIntArray(Console.ReadLine());
mines.Add(new Mine() { Distance = line[0], Gold = line[1] });
}
// helper function for cost of a move
Func<Tuple<Mine,Mine>, int> MoveCost = (tuple) =>
Math.Abs(tuple.Item1.Distance - tuple.Item2.Distance) * tuple.Item1.Gold;
// all move combinations
var moves = from m1 in mines
from m2 in mines
where !m1.Equals(m2)
select Tuple.Create(m1,m2);
// moves in ascending order of cost
var ordered = from m in moves
orderby MoveCost(m)
select m;
int sum = 0; // running total of move costs
var spots = Enumerable.Repeat(1, N).ToArray(); // spots[i] = 1 if hasn't been consildated into other mine, 0 otherwise
var iter = ordered.GetEnumerator();
while(iter.MoveNext() && spots.Sum() != K)
{
var move = iter.Current; // move with next smallest cost
int i = mines.IndexOf(move.Item1), // index of source mine in move
j = mines.IndexOf(move.Item2); // index of destination mine in move
if((spots[i] & spots[j]) == 1) // if the source and destination mines are both unconsolidated
{
sum += MoveCost(move); // add this consolidation to the total cost
spots[i] = 0; // "remove" mine i from the list of unconsolidated mines
}
}
Console.WriteLine(sum);
}
}
An example of a test case I'm failing is
3 1
11 3
12 2
13 1
My output is
3
and the correct output is
4
The other answer does point out a flaw in the implementation, but it fails to mention that in your code, you aren't actually changing the Gold values in the remaining Mine objects. So even if you did re-sort the data, it wouldn't help.
Furthermore, at each iteration all you really care about is the minimum value. Sorting the entire list of data is overkill. You can just scan it once to find the minimum-valued item.
You also don't really need the separate array of flags. Just maintain your move objects in a list, and after choosing a move, remove the move objects that include the Mine you would otherwise have flagged as no longer valid.
Here is a version of your algorithm that incorporates the above feedback:
static void Main(String[] args)
{
string input =
#"3 1
11 3
12 2
13 1";
StringReader reader = new StringReader(input);
// helper function for reading lines
Func<string, int[]> LineToIntArray = (line) => Array.ConvertAll(line.Split(' '), Int32.Parse);
int[] line1 = LineToIntArray(reader.ReadLine());
int N = line1[0], // # of mines
K = line1[1]; // # of pickup locations
// Populate mine info
List<Mine> mines = new List<Mine>();
for (int i = 0; i < N; ++i)
{
int[] line = LineToIntArray(reader.ReadLine());
mines.Add(new Mine() { Distance = line[0], Gold = line[1] });
}
// helper function for cost of a move
Func<Tuple<Mine, Mine>, int> MoveCost = (tuple) =>
Math.Abs(tuple.Item1.Distance - tuple.Item2.Distance) * tuple.Item1.Gold;
// all move combinations
var moves = (from m1 in mines
from m2 in mines
where !m1.Equals(m2)
select Tuple.Create(m1, m2)).ToList();
int sum = 0, // running total of move costs
unconsolidatedCount = N;
while (moves.Count > 0 && unconsolidatedCount != K)
{
var move = moves.Aggregate((a, m) => MoveCost(a) < MoveCost(m) ? a : m);
sum += MoveCost(move); // add this consolidation to the total cost
move.Item2.Gold += move.Item1.Gold;
moves.RemoveAll(m => m.Item1 == move.Item1 || m.Item2 == move.Item1);
unconsolidatedCount--;
}
Console.WriteLine("Moves: " + sum);
}
Without more detail in your question, I can't guarantee that this actually meets the specification. But it does produce the value 4 for the sum. :)
When you consolidate mine i into mine j, the amount of gold in the mine j is increased. This makes consolidations from mine j to other mines more expensive potentially making the ordering of the mines by the move cost invalid. To fix this, you could re-sort the list of mines at the beginning of each iteration of your while-loop.

How to search for values in Point3DCollection?

Basically I am using a MeshGeometry3D to load points, positions and normals from an STL file.
The STL file format duplicates points, so I want to first search the MeshGeometry3D.Positions for duplicate before adding the newly read point.
The Mesh.Positions.IndexOf(somePoint3D) does not work, because it compares based on the object reference rather than the X, Y, Z values of the Point3D. This is why I am iterating the entire Collection to manually find duplicates:
//triangle is a custom class containing three vertices of type Point3D
//for each 3 points read from STL the triangle object is reinitialized
vertex1DuplicateIndex = -1;
vertex2DuplicateIndex = -1;
vertex3DuplicateIndex = -1;
for (int q = tempMesh.Positions.Count - 1; q >= 0; q--)
{
if (vertex1DuplicateIndex != -1)
if (tempMesh.Positions[q] == triangle.Vertex1)
vertex1DuplicateIndex = q;
if (vertex2DuplicateIndex != -1)
if (tempMesh.Positions[q] == triangle.Vertex2)
vertex2DuplicateIndex = q;
if (vertex3DuplicateIndex != -1)
if (tempMesh.Positions[q] == triangle.Vertex3)
vertex3DuplicateIndex = q;
if (vertex1DuplicateIndex != -1 && vertex2DuplicateIndex != -1 && vertex3DuplicateIndex != -1)
break;
}
This code is actually very efficient when duplicates are found, but when there is no duplicate the collection is iterated entirely which is very slow for big meshes, with more than a million positions.
Is there another approach on the search?
Is there a way to force Mesh.Positions.IndexOf(newPoint3D) to compare based on value like the Mesh.Positions[index]==(somePoint3D), rather than the reference comparison it is doing now?
I don't know of a built in way to do this, but you could use a hash map to cache the indices of the 3D vectors.
Depending of the quality of your hash functions for the vectors you'll have a 'sort of' constant lookup (no collisions are impossible, but it should be faster than iterating though all the vertex data for each new triangle point).
Using hakononakani's idea I've managed to speed up a bit, using a combination of a HashSet and a Dictionary. The following is a simplified version of my code:
class CustomTriangle
{
private Vector3D normal;
private Point3D vertex1, vertex2, vertex3;
}
private void loadMesh()
{
CustomTriangle triangle;
MeshGeometry3D tempMesh = new MeshGeometry3D();
HashSet<string> meshPositionsHashSet = new HashSet<string>();
Dictionary<string, int> meshPositionsDict = new Dictionary<string, int>();
int vertex1DuplicateIndex, vertex2DuplicateIndex, vertex3DuplicateIndex;
int numberOfTriangles = GetNumberOfTriangles();
for (int i = 0, j = 0; i < numberOfTriangles; i++)
{
triangle = ReadTriangleDataFromSTLFile();
vertex1DuplicateIndex = -1;
if (meshPositionsHashSet.Add(triangle.Vertex1.ToString()))
{
tempMesh.Positions.Add(triangle.Vertex1);
meshPositionsDict.Add(triangle.Vertex1.ToString(), tempMesh.Positions.IndexOf(triangle.Vertex1));
tempMesh.Normals.Add(triangle.Normal);
tempMesh.TriangleIndices.Add(j++);
}
else
{
vertex1DuplicateIndex = meshPositionsDict[triangle.Vertex1.ToString()];
tempMesh.TriangleIndices.Add(vertex1DuplicateIndex);
tempMesh.Normals[vertex1DuplicateIndex] += triangle.Normal;
}
//Do the same for vertex2 and vertex3
}
}
At the end tempMesh will have only unique points. All you have to do is normalize all Normals and you're ready to visualize.
The same can be achieved only with the Dictionary using:
if (!meshPositionsDict.Keys.Contains(triangle.Vertex1.ToString()))
I just like using the HashSet, because it's fun to work with :)
In both cases the final result is a ~60 times faster algorithm than before!

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