I have a list of panels, sorted by their y-values. You can see my question from earlier about the specifics of why this is structured this way. Long story short, this List has the highest panel at position 0, the one below it at position 1, etc, down to the last one at the last position. I am accessing the y-coordinate of each panel using this line of code adapted from my linked question:
Panel p = panelList[someIndex];
int panelHeight = p.Top + p.Parent.Top - p.Parent.Margin.Top;
//The above line guarantees that the first panel (index 0) has y-coordinate 0 when scrolled all the way up,
//and becomes negative as the user scrolls down.
//the second panel starts with a positive y-coordinate, but grows negative after the user scrolls past the top of that page
//and so on...
I need to find the index of the panel closest to height 0, so I know which panels are currently on, or very near being on, the page. Therefore, I am trying to use the List.BinarySearch() method, which is where I'm stuck. I'm hoping to take advantage of the BinarySearch's property of returning the index that the value would be at if it did exist in the list. That way I can just search for the panel at height 0 (which I don't expect to find), but find the element nearest it (say at y=24 or y=-5 something), and know that that is the panel being rendered at the moment.
Binary Search lets you specify an IComparer to define the < and > operations, so I wrote this class:
class PanelLocationComparer : IComparer<Panel>
{
public int Compare(Panel x, Panel y)
{
//start by checking all the cases for invalid input
if (x == null && y == null) { return 0; }
else if (x == null && y != null) { return -1; }
else if (x != null && y == null) { return 1; }
else//both values are defined, compare their y values
{
int xHeight = x.Top + x.Parent.Top - x.Parent.Margin.Top;
int yHeight = y.Top + y.Parent.Top - y.Parent.Margin.Top;
if (xHeight > yHeight)
{
return 1;
}
else if (xHeight < yHeight)
{
return -1;
}
else
{
return 0;
}
}
}
}
That doesn't work, and I'm realizing now that it is because comparing two panels for greater than or less than doesn't actually care about what value I'm searching for, in this case y value = 0. Is there a way to implement this in a IComparer, or is there a way to even do this type of search using the built-in BinarySearch?
I considered just making a new List of the same length as my Panel list every time, copying the y-values into it, and then searching through this list of ints for 0, but creating, searching, and destroying that list every time they scroll will hurt performance so much that it defeats the point of the binary search.
My question is also related to this one, but I couldn't figure out how to adapt it because they ultimately use a built-in comparison method, which I don't have access to in this situation.
Unfortunately the built-in BinarySearch methods cannot handle such scenario. All they can do is to search for list item or something that can be extracted from the list item. Someimes they can be used with a fake item and appropriate comparer, but this is not applicable here.
From the other side, binary search is quite simple algorithm, so you can easily create one for your specific case, or better, create a custom extension method in order to not repeat yourself the next time you need something like this:
public static class Algorithms
{
public static int BinarySearch<TSource, TValue>(this IReadOnlyList<TSource> source, TValue value, Func<TSource, TValue> valueSelector, IComparer<TValue> valueComparer = null)
{
return source.BinarySearch(0, source.Count, value, valueSelector, valueComparer);
}
public static int BinarySearch<TSource, TValue>(this IReadOnlyList<TSource> source, int start, int count, TValue value, Func<TSource, TValue> valueSelector, IComparer<TValue> valueComparer = null)
{
if (valueComparer == null) valueComparer = Comparer<TValue>.Default;
int lo = start, hi = lo + count - 1;
while (lo <= hi)
{
int mid = lo + (hi - lo) / 2;
int compare = valueComparer.Compare(value, valueSelector(source[mid]));
if (compare < 0) hi = mid - 1;
else if (compare > 0) lo = mid + 1;
else return mid;
}
return ~lo; // Same behavior as the built-in methods
}
}
and then use simply:
int index = panelList.BinarySearch(0, p => p.Top + p.Parent.Top - p.Parent.Margin.Top);
Related
I am creating a Dungeons and Dragons Character Creator. There is a randomize feature that is going to create a complete character sheet. There is a part that I have gotten to and I am not quite sure the best way to proceed.
The way I have the racial modifiers set up is with if statements. Here is an example.
if (raceInt == 0 || raceInt == 2 || raceInt == 10)
{
raceStrMod = 2;
}
if (raceInt == 3 || raceInt == 4 || raceInt == 5 || raceInt == 11 || raceInt == 12)
{
raceDexMod = 2;
}
However there are races that have modifiers that let you select two stats to add a modifier to, such as Strength or Dexterity. What would be the best way to select two random ints for just those races?
For example, the half-elf race which would get +2 to Dex and then +1 to two other random stats. So I need to find a way to randomly select two of the remaining ints to make the value = 1.
My race mod ints are initialized as
int raceStrMod = 0;
int raceDexMod = 0;
int raceConMod = 0;
int raceIntMod = 0;
int raceWisMod = 0;
int raceChaMod = 0;
Then the if statements assign a value dependent on which race was randomly selected.
Thank you all for the input! This is how I ended up coding it
if (raceInt == 9)
{
int randomX = rnd.Next(1, 5);
int randomY = rnd.Next(1, 5);
int attempts = 0;
while (randomX == randomY && attempts < 10)
{
randomY = rnd.Next(1, 5);
attempts++;
}
//if they are still not unique after 10 attempts
if (randomX == randomY)
{
if (randomX == 5)
randomY = 1;
else
randomY = randomX + 1;
}
int[] randomNumbers = { randomX, randomY };
foreach (int i in randomNumbers)
{
switch (i)
{
case 1:
raceStrMod = 1;
break;
case 2:
raceDexMod = 1;
break;
case 3:
raceConMod = 1;
break;
case 4:
raceIntMod = 1;
break;
case 5:
raceWisMod = 1;
break;
}
}
}
Has your class introduced you to enum types yet? If not, is there any restriction on your final project with respect to using language features that weren't taught in the class?
Your question is arguably too broad, as there are many different ways to address this sort of thing even in real-world code, and the classroom context introduces potential roadblocks that while might constrain the question, being unknown they make it impossible to know what answer is actually going to work for you.
That said…
Ignoring the classroom aspect and focusing only on the problem itself, I would use enum types and dictionaries for this sort of thing. For example:
enum Attribute
{
Strength,
Dexterity,
Constitution,
Charisma,
Intelligence,
Wisdom,
Count, // must always be last
}
Dictionary<Attribute, int> modifiers = new Dictionary<Attribute, int>();
Then you can pick a random attribute like (assuming you have a random variable referencing a Random object…don't make the classic newbie mistake of creating a new Random object every time you want to pick a new random number):
Attribute attributeToModify = (Attribute)random.Next((int)Attribute.Count);
And you can store that selection like:
modifiers[attributeToModify] = 1;
This can be used to store however many modifiers you like. You can encapsulate that in an object representing the character itself, or you could put it into a separate AttributeModifiers class. One advantage of doing the latter would be that if you have modifiers that come from different sources, you can track that in the character object as a list of AttributeModifier instances, each in turn keeping track of what the actual source of those modifiers are.
This just barely scratches the surface. As I noted, the question itself is fairly broad. But I strongly recommend using the available language features to ensure that your variables represent things in a type-specific way, rather than just using int values for things that aren't really integers, and to use collection classes that more correctly represent the semantics of what your code is intended to do.
Note that this also means you probably should have an enum type for the races. E.g.:
enum Race
{
Dwarf,
Elf,
HalfElf,
Halfling,
HalfOrc,
Human,
// etc.
}
And your chain of if statements is probably better represented as a switch:
Attribute racialMod;
switch (race)
{
case Human:
case Halfling:
// etc.
racialMod = Attribute.Strength;
break;
case Elf:
case HalfElf:
// etc.
racialMod = Attribute.Dexterity;
break;
}
modifiers[racialMod] = 2;
Something like that. The point is to make sure the code reads more like what the original specification would say (if you actually had written one). This will make the code easier to understand, and it will be less likely for you to put bugs in the code (e.g. you accidentally type the wrong magic, unnamed integer).
I am creating a Dungeons and Dragons Character Creator.
That's a fun beginner project; I did the same when I was learning to program.
I need to find a way to randomly select two of the remaining...
You need to find two distinct values, call then x and y. The solution you've arrived at is:
Generate x
Try to generate y ten times
If no attempt succeeded to find a distinct y, hard-code a choice.
That works, and you almost never have to use the hard-coded choice. But I thought you might be interested to know that there is an easier way to generate two distinct numbers. Let's suppose we want two distinct numbers from 0, 1, 2, 3 or 4. (Obviously if you want a different range, say, 1 through 5, you can solve that problem by generating two distinct numbers 0->4 and then adding one to each.)
The improved algorithm is:
Choose x between 0 and 4 as usual.
Choose n between 1 and 4.
y = (x + n) % 5;
Think about it this way. Suppose we make a list like this:
0, 1, 2, 3, 4, 0, 1, 2, 3
We randomly choose x from the first five entries on the list, and then we choose y by stepping forwards between 1 and 4 steps. Since the list does not repeat in one to four steps, we know that we'll get two unique elements. The math does the equivalent of that.
You could similarly have used % in your program:
if (randomX == 5)
randomY = 1;
else
randomY = randomX + 1;
could be written
randomY = randomX % 5 + 1
If you're unfamiliar with %, it is the remainder operator. It is the complement of the / operator. The rule is:
int x = whatever;
int y = whatever;
int r = x % y;
is the same as:
int r = x - (x / y) * y;
That is, it is the remainder when x is divided by y. Keep in mind that the remainder can be negative!
(Disclaimer: I don't love this option, but couldn't think of another way other than reflection which is even nastier)
You could define a class that masks the fact that all of the mods are stored as an array and therefore can be indexed using a random number.
Something like the following:
public class StatMods
{
public int RaceStrMod { get { return this.mods[0]; } set { this.mods[0] = value; } }
public int RaceDexMod { get { return this.mods[1]; } set { this.mods[1] = value; } }
public int RaceConMod { get { return this.mods[2]; } set { this.mods[2] = value; } }
public int RaceIntMod { get { return this.mods[3]; } set { this.mods[3] = value; } }
public int RaceWisMod { get { return this.mods[4]; } set { this.mods[4] = value; } }
public int RaceChaMod { get { return this.mods[5]; } set { this.mods[5] = value; } }
private readonly int[] mods;
private static readonly Random rand = new Random();
public StatMods()
{
this.mods = new int[6];
}
public void ApplyRandomMod(int modification)
{
this.mods[rand.Next(0, 6)] += modification;
}
}
I have a list, and I want to select the fifth highest element from it:
List<int> list = new List<int>();
list.Add(2);
list.Add(18);
list.Add(21);
list.Add(10);
list.Add(20);
list.Add(80);
list.Add(23);
list.Add(81);
list.Add(27);
list.Add(85);
But OrderbyDescending is not working for this int list...
int fifth = list.OrderByDescending(x => x).Skip(4).First();
Depending on the severity of the list not having more than 5 elements you have 2 options.
If the list never should be over 5 i would catch it as an exception:
int fifth;
try
{
fifth = list.OrderByDescending(x => x).ElementAt(4);
}
catch (ArgumentOutOfRangeException)
{
//Handle the exception
}
If you expect that it will be less than 5 elements then you could leave it as default and check it for that.
int fifth = list.OrderByDescending(x => x).ElementAtOrDefault(4);
if (fifth == 0)
{
//handle default
}
This is still some what flawed because you could end up having the fifth element being 0. This can be solved by typecasting the list into a list of nullable ints at before the linq:
var newList = list.Select(i => (int?)i).ToList();
int? fifth = newList.OrderByDescending(x => x).ElementAtOrDefault(4);
if (fifth == null)
{
//handle default
}
Without LINQ expressions:
int result;
if(list != null && list.Count >= 5)
{
list.Sort();
result = list[list.Count - 5];
}
else // define behavior when list is null OR has less than 5 elements
This has a better performance compared to LINQ expressions, although the LINQ solutions presented in my second answer are comfortable and reliable.
In case you need extreme performance for a huge List of integers, I'd recommend a more specialized algorithm, like in Matthew Watson's answer.
Attention: The List gets modified when the Sort() method is called. If you don't want that, you must work with a copy of your list, like this:
List<int> copy = new List<int>(original);
List<int> copy = original.ToList();
The easiest way to do this is to just sort the data and take N items from the front. This is the recommended way for small data sets - anything more complicated is just not worth it otherwise.
However, for large data sets it can be a lot quicker to do what's known as a Partial Sort.
There are two main ways to do this: Use a heap, or use a specialised quicksort.
The article I linked describes how to use a heap. I shall present a partial sort below:
public static IList<T> PartialSort<T>(IList<T> data, int k) where T : IComparable<T>
{
int start = 0;
int end = data.Count - 1;
while (end > start)
{
var index = partition(data, start, end);
var rank = index + 1;
if (rank >= k)
{
end = index - 1;
}
else if ((index - start) > (end - index))
{
quickSort(data, index + 1, end);
end = index - 1;
}
else
{
quickSort(data, start, index - 1);
start = index + 1;
}
}
return data;
}
static int partition<T>(IList<T> lst, int start, int end) where T : IComparable<T>
{
T x = lst[start];
int i = start;
for (int j = start + 1; j <= end; j++)
{
if (lst[j].CompareTo(x) < 0) // Or "> 0" to reverse sort order.
{
i = i + 1;
swap(lst, i, j);
}
}
swap(lst, start, i);
return i;
}
static void swap<T>(IList<T> lst, int p, int q)
{
T temp = lst[p];
lst[p] = lst[q];
lst[q] = temp;
}
static void quickSort<T>(IList<T> lst, int start, int end) where T : IComparable<T>
{
if (start >= end)
return;
int index = partition(lst, start, end);
quickSort(lst, start, index - 1);
quickSort(lst, index + 1, end);
}
Then to access the 5th largest element in a list you could do this:
PartialSort(list, 5);
Console.WriteLine(list[4]);
For large data sets, a partial sort can be significantly faster than a full sort.
Addendum
See here for another (probably better) solution that uses a QuickSelect algorithm.
This LINQ approach retrieves the 5th biggest element OR throws an exception WHEN the list is null or contains less than 5 elements:
int fifth = list?.Count >= 5 ?
list.OrderByDescending(x => x).Take(5).Last() :
throw new Exception("list is null OR has not enough elements");
This one retrieves the 5th biggest element OR null WHEN the list is null or contains less than 5 elements:
int? fifth = list?.Count >= 5 ?
list.OrderByDescending(x => x).Take(5).Last() :
default(int?);
if(fifth == null) // define behavior
This one retrieves the 5th biggest element OR the smallest element WHEN the list contains less than 5 elements:
if(list == null || list.Count <= 0)
throw new Exception("Unable to retrieve Nth biggest element");
int fifth = list.OrderByDescending(x => x).Take(5).Last();
All these solutions are reliable, they should NEVER throw "unexpected" exceptions.
PS: I'm using .NET 4.7 in this answer.
Here there is a C# implementation of the QuickSelect algorithm to select the nth element in an unordered IList<>.
You have to put all the code contained in that page in a static class, like:
public static class QuickHelpers
{
// Put the code here
}
Given that "library" (in truth a big fat block of code), then you can:
int resA = list.QuickSelect(2, (x, y) => Comparer<int>.Default.Compare(y, x));
int resB = list.QuickSelect(list.Count - 1 - 2);
Now... Normally the QuickSelect would select the nth lowest element. We reverse it in two ways:
For resA we create a reverse comparer based on the default int comparer. We do this by reversing the parameters of the Compare method. Note that the index is 0 based. So there is a 0th, 1th, 2th and so on.
For resB we use the fact that the 0th element is the list-1 th element in the reverse order. So we count from the back. The highest element would be the list.Count - 1 in an ordered list, the next one list.Count - 1 - 1, then list.Count - 1 - 2 and so on
Theorically using Quicksort should be better than ordering the list and then picking the nth element, because ordering a list is on average a O(NlogN) operation and picking the nth element is then a O(1) operation, so the composite is O(NlogN) operation, while QuickSelect is on average a O(N) operation. Clearly there is a but. The O notation doesn't show the k factor... So a O(k1 * NlogN) with a small k1 could be better than a O(k2 * N) with a big k2. Only multiple real life benchmarks can tell us (you) what is better, and it depends on the size of the collection.
A small note about the algorithm:
As with quicksort, quickselect is generally implemented as an in-place algorithm, and beyond selecting the k'th element, it also partially sorts the data. See selection algorithm for further discussion of the connection with sorting.
So it modifies the ordering of the original list.
This is a somewhat obscure question, but after wasting an hour tracking down the bug, I though it worth asking...
I wrote a custom ordering for a struct, and made one mistake:
My struct has a special state, let us call this "min".
If the struct is in the min state, then it's smaller than any other struct.
My CompareTo method made one mistake: a.CompareTo(b) would return -1 whenever a was "min", but of course if b is also "min" it should return 0.
Now, this mistake completely messed up a List<MyStruct> Sort() method: the whole list would (sometimes) come out in a random order.
My list contained exactly one object in "min" state.
It seems my mistake could only affect things if the one "min" object was compared to itself.
Why would this even happen when sorting?
And even if it did, how can it cause the relative order of two "non-min" objects to be wrong?
Using the LINQ OrderBy method can cause an infinite loop...
Small, complete, test example:
struct MyStruct : IComparable<MyStruct>
{
public int State;
public MyStruct(int s) { State = s; }
public int CompareTo(MyStruct rhs)
{
// 10 is the "min" state. Otherwise order as usual
if (State == 10) { return -1; } // Incorrect
/*if (State == 10) // Correct version
{
if (rhs.State == 10) { return 0; }
return -1;
}*/
if (rhs.State == 10) { return 1; }
return this.State - rhs.State;
}
public override string ToString()
{
return String.Format("MyStruct({0})", State);
}
}
class Program
{
static int Main()
{
var list = new List<MyStruct>();
var rnd = new Random();
for (int i = 0; i < 20; ++i)
{
int x = rnd.Next(15);
if (x >= 10) { ++x; }
list.Add(new MyStruct(x));
}
list.Add(new MyStruct(10));
list.Sort();
// Never returns...
//list = list.OrderBy(item => item).ToList();
Console.WriteLine("list:");
foreach (var x in list) { Console.WriteLine(x); }
for (int i = 1; i < list.Count(); ++i)
{
Console.Write("{0} ", list[i].CompareTo(list[i - 1]));
}
return 0;
}
}
It seems my mistake could only affect things if the one "min" object was compared to itself.
Not quite. It could also be caused if there were two different "min" objects. In the case of the list sorted this particular time, it can only happen if the item is compared to itself. But the other case is worth considering generally in terms of why supplying a non-transitive comparer to a method that expects a transitive comparer is a very bad thing.
Why would this even happen when sorting?
Why not?
List<T>.Sort() works by using the Array.Sort<T> on its items. Array.Sort<T> in turn uses a mixture of Insertion Sort, Heapsort and Quicksort, but to simplify let's consider a general quicksort. For simplicity we'll use IComparable<T> directly, rather than via System.Collections.Generic.Comparer<T>.Default:
public static void Quicksort<T>(IList<T> list) where T : IComparable<T>
{
Quicksort<T>(list, 0, list.Count - 1);
}
public static void Quicksort<T>(IList<T> list, int left, int right) where T : IComparable<T>
{
int i = left;
int j = right;
T pivot = list[(left + right) / 2];
while(i <= j)
{
while(list[i].CompareTo(pivot) < 0)
i++;
while(list[j].CompareTo(pivot) > 0)
j--;
if(i <= j)
{
T tmp = list[i];
list[i] = list[j];
list[j] = tmp;
i++;
j--;
}
}
if(left < j)
Quicksort(list, left, j);
if(i < right)
Quicksort(list, i, right);
}
This works as follows:
Pick an element, called a pivot, from the list(we use the middle).
Reorder the list so that all elements with values less than the pivot come before the pivot, while all elements with values greater than the pivot come after it.
The pivot is now in its final position, with an unsorted sub-list before and after it. Recursively apply the same steps to these two sub-lists.
Now, there are two things to note about the example code above.
The first is that we do not prevent pivot being compared with itself. We could do this, but why would we? For one thing, we need some sort of comparison code to do this, which is precisely what you've already provided in your CompareTo() method. In order to avoid the wasted CompareTo we'd have to either call CompareTo()* an extra time for each comparison (!) or else track the position of pivot which would add more waste than it removed.
And even if it did, how can it cause the relative order of two "non-min" objects to be wrong?
Because quicksort partitions, it doesn't do one massive sort, but a series of mini-sorts. Therefore an incorrect comparison gets a series of opportunities to mess up parts of those sorts, each time leading to a sub-list of incorrectly sorted values that the algorithm considers "dealt with". So in those cases where the bug in the comparer hits, its damage can be spread throughout much of the list. Just as it does its sort by a series of mini-sorts, so it will do a buggy sort by a series of buggy mini-sorts.
Using the LINQ OrderBy method can cause an infinite loop
It uses a variant of Quicksort that guarantees stability; two equivalent item will still have the same relative order after the search as before. The extra complexity is presumably leading to it not only comparing the item to itself, but then continuing to do so forever, as it tries to make sure that it is both in front of itself, but also in the same order to itself as it was before. (Yes, that last sentence makes no sense, and that's exactly why it never returns).
*If this was a reference rather than value type then we could do ReferenceEquals quickly, but aside from the fact that this won't be any good with structs, and the fact that if that really was a time-saver for the type in question it should have if(ReferenceEquals(this, other)) return 0; in the CompareTo anyway, it still wouldn't fix the bug once there was more than one "min" items in the list.
In my Unity3d application, I need to detect a polyline that has been selected by a user. The easy way to determine this is to add a collider component to each GameObject (polyline) then I'll know whenever the user clicks a polyline. But this is incredibly inefficient because I will have thousands of polylines.
So my more efficient method is to store each polylines distance from the point (0,0,0) in a List <KeyValuePair<double,GameObject>>. This list will be ordered from lowest distance to highest. When the user selects a point in the game, I will determine this points' distance (D) from (0,0,0) then use a 'Upper Bounds' Binary Search to find the polyline closest to this point (ie, with a similar distance to (0,0,0)).
My Question: Before I go and reinvent the wheel and code my own 'Upper Bounds' Binary Search algorithm, element sorting and etc, is there a C# .NET class for Upper Bounds Binary Search that will sort and search for me?
I am aware of the method List(T).BinarySearch() but is it up to me to ensure that the List is sorted correctly? If my list isn't sorted, and the method needs to sort the list each method call then that could be rather inefficient.
You could use a SortedList<double, GameObject> to store your polygons sorted instead of List <KeyValuePair<double,GameObject>> . Or you Sort() your List<> once after all polygons have been added (the second option is the best if you are not going to add other polygons latter, obviously).
#LeakyCode provided an implementation of lower bound for an IList, which would give you the index (in your list) of the closest GameObject :
private static int BinarySearch<T>(IList<T> list, T value)
{
if (list == null)
throw new ArgumentNullException("list");
var comp = Comparer<T>.Default;
int lo = 0, hi = list.Length - 1;
while (lo < hi) {
int m = (hi + lo) / 2; // this might overflow; be careful.
if (comp(list[m], value) < 0) lo = m + 1;
else hi = m - 1;
}
if (comp(list[lo], value) < 0) lo++;
return lo;
}
public static int FindFirstIndexGreaterThanOrEqualTo<T,U>
(this SortedList<T,U> sortedList, T key)
{
return BinarySearch(sortedList.Keys, key);
}
Should you sort your list first using List<T>.Sort Method and implement our own IComparer<T> in a class. I think it's the best approach.
References to IComparer
Reference to ISort
I'm working on a simple demo for collision detection, which contains only a bunch of objects bouncing around in the window. (The goal is to see how many objects the game can handle at once without dropping frames.)
There is gravity, so the objects are either moving or else colliding with a wall.
The naive solution was O(n^2):
foreach Collidable c1:
foreach Collidable c2:
checkCollision(c1, c2);
This is pretty bad. So I set up CollisionCell objects, which maintain information about a portion of the screen. The idea is that each Collidable only needs to check for the other objects in its cell. With 60 px by 60 px cells, this yields almost a 10x improvement, but I'd like to push it further.
A profiler has revealed that the the code spends 50% of its time in the function each cell uses to get its contents. Here it is:
// all the objects in this cell
public ICollection<GameObject> Containing
{
get
{
ICollection<GameObject> containing = new HashSet<GameObject>();
foreach (GameObject obj in engine.GameObjects) {
// 20% of processor time spent in this conditional
if (obj.Position.X >= bounds.X &&
obj.Position.X < bounds.X + bounds.Width &&
obj.Position.Y >= bounds.Y &&
obj.Position.Y < bounds.Y + bounds.Height) {
containing.Add(obj);
}
}
return containing;
}
}
Of that 20% of the program's time is spent in that conditional.
Here is where the above function gets called:
// Get a list of lists of cell contents
List<List<GameObject>> cellContentsSet = cellManager.getCellContents();
// foreach item, only check items in the same cell
foreach (List<GameObject> cellMembers in cellContentsSet) {
foreach (GameObject item in cellMembers) {
// process collisions
}
}
//...
// Gets a list of list of cell contents (each sub list = 1 cell)
internal List<List<GameObject>> getCellContents() {
List<List<GameObject>> result = new List<List<GameObject>>();
foreach (CollisionCell cell in cellSet) {
result.Add(new List<GameObject>(cell.Containing.ToArray()));
}
return result;
}
Right now, I have to iterate over every cell - even empty ones. Perhaps this could be improved on somehow, but I'm not sure how to verify that a cell is empty without looking at it somehow. (Maybe I could implement something like sleeping objects, in some physics engines, where if an object will be still for a while it goes to sleep and is not included in calculations for every frame.)
What can I do to optimize this? (Also, I'm new to C# - are there any other glaring stylistic errors?)
When the game starts lagging out, the objects tend to be packed fairly tightly, so there's not that much motion going on. Perhaps I can take advantage of this somehow, writing a function to see if, given an object's current velocity, it can possibly leave its current cell before the next call to Update()
UPDATE 1 I decided to maintain a list of the objects that were found to be in the cell at last update, and check those first to see if they were still in the cell. Also, I maintained an area of the CollisionCell variable, when when the cell was filled I could stop looking. Here is my implementation of that, and it made the whole demo much slower:
// all the objects in this cell
private ICollection<GameObject> prevContaining;
private ICollection<GameObject> containing;
internal ICollection<GameObject> Containing {
get {
return containing;
}
}
/**
* To ensure that `containing` and `prevContaining` are up to date, this MUST be called once per Update() loop in which it is used.
* What is a good way to enforce this?
*/
public void updateContaining()
{
ICollection<GameObject> result = new HashSet<GameObject>();
uint area = checked((uint) bounds.Width * (uint) bounds.Height); // the area of this cell
// first, try to fill up this cell with objects that were in it previously
ICollection<GameObject>[] toSearch = new ICollection<GameObject>[] { prevContaining, engine.GameObjects };
foreach (ICollection<GameObject> potentiallyContained in toSearch) {
if (area > 0) { // redundant, but faster?
foreach (GameObject obj in potentiallyContained) {
if (obj.Position.X >= bounds.X &&
obj.Position.X < bounds.X + bounds.Width &&
obj.Position.Y >= bounds.Y &&
obj.Position.Y < bounds.Y + bounds.Height) {
result.Add(obj);
area -= checked((uint) Math.Pow(obj.Radius, 2)); // assuming objects are square
if (area <= 0) {
break;
}
}
}
}
}
prevContaining = containing;
containing = result;
}
UPDATE 2 I abandoned that last approach. Now I'm trying to maintain a pool of collidables (orphans), and remove objects from them when I find a cell that contains them:
internal List<List<GameObject>> getCellContents() {
List<GameObject> orphans = new List<GameObject>(engine.GameObjects);
List<List<GameObject>> result = new List<List<GameObject>>();
foreach (CollisionCell cell in cellSet) {
cell.updateContaining(ref orphans); // this call will alter orphans!
result.Add(new List<GameObject>(cell.Containing));
if (orphans.Count == 0) {
break;
}
}
return result;
}
// `orphans` is a list of GameObjects that do not yet have a cell
public void updateContaining(ref List<GameObject> orphans) {
ICollection<GameObject> result = new HashSet<GameObject>();
for (int i = 0; i < orphans.Count; i++) {
// 20% of processor time spent in this conditional
if (orphans[i].Position.X >= bounds.X &&
orphans[i].Position.X < bounds.X + bounds.Width &&
orphans[i].Position.Y >= bounds.Y &&
orphans[i].Position.Y < bounds.Y + bounds.Height) {
result.Add(orphans[i]);
orphans.RemoveAt(i);
}
}
containing = result;
}
This only yields a marginal improvement, not the 2x or 3x I'm looking for.
UPDATE 3 Again I abandoned the above approaches, and decided to let each object maintain its current cell:
private CollisionCell currCell;
internal CollisionCell CurrCell {
get {
return currCell;
}
set {
currCell = value;
}
}
This value gets updated:
// Run 1 cycle of this object
public virtual void Run()
{
position += velocity;
parent.CellManager.updateContainingCell(this);
}
CellManager code:
private IDictionary<Vector2, CollisionCell> cellCoords = new Dictionary<Vector2, CollisionCell>();
internal void updateContainingCell(GameObject gameObject) {
CollisionCell currCell = findContainingCell(gameObject);
gameObject.CurrCell = currCell;
if (currCell != null) {
currCell.Containing.Add(gameObject);
}
}
// null if no such cell exists
private CollisionCell findContainingCell(GameObject gameObject) {
if (gameObject.Position.X > GameEngine.GameWidth
|| gameObject.Position.X < 0
|| gameObject.Position.Y > GameEngine.GameHeight
|| gameObject.Position.Y < 0) {
return null;
}
// we'll need to be able to access these outside of the loops
uint minWidth = 0;
uint minHeight = 0;
for (minWidth = 0; minWidth + cellWidth < gameObject.Position.X; minWidth += cellWidth) ;
for (minHeight = 0; minHeight + cellHeight < gameObject.Position.Y; minHeight += cellHeight) ;
CollisionCell currCell = cellCoords[new Vector2(minWidth, minHeight)];
// Make sure `currCell` actually contains gameObject
Debug.Assert(gameObject.Position.X >= currCell.Bounds.X && gameObject.Position.X <= currCell.Bounds.Width + currCell.Bounds.X,
String.Format("{0} should be between lower bound {1} and upper bound {2}", gameObject.Position.X, currCell.Bounds.X, currCell.Bounds.X + currCell.Bounds.Width));
Debug.Assert(gameObject.Position.Y >= currCell.Bounds.Y && gameObject.Position.Y <= currCell.Bounds.Height + currCell.Bounds.Y,
String.Format("{0} should be between lower bound {1} and upper bound {2}", gameObject.Position.Y, currCell.Bounds.Y, currCell.Bounds.Y + currCell.Bounds.Height));
return currCell;
}
I thought this would make it better - now I only have to iterate over collidables, not all collidables * cells. Instead, the game is now hideously slow, delivering only 1/10th of its performance with my above approaches.
The profiler indicates that a different method is now the main hot spot, and the time to get neighbors for an object is trivially short. That method didn't change from before, so perhaps I'm calling it WAY more than I used to...
It spends 50% of its time in that function because you call that function a lot. Optimizing that one function will only yield incremental improvements to performance.
Alternatively, just call the function less!
You've already started down that path by setting up a spatial partitioning scheme (lookup Quadtrees to see a more advanced form of your technique).
A second approach is to break your N*N loop into an incremental form and to use a CPU budget.
You can allocate a CPU budget for each of the modules that want action during frame times (during Updates). Collision is one of these modules, AI might be another.
Let's say you want to run your game at 60 fps. This means you have about 1/60 s = 0.0167 s of CPU time to burn between frames. No we can split those 0.0167 s between our modules. Let's give collision 30% of the budget: 0.005 s.
Now your collision algorithm knows that it can only spend 0.005 s working. So if it runs out of time, it will need to postpone some tasks for later - you will make the algorithm incremental. Code for achieving this can be as simple as:
const double CollisionBudget = 0.005;
Collision[] _allPossibleCollisions;
int _lastCheckedCollision;
void HandleCollisions() {
var startTime = HighPerformanceCounter.Now;
if (_allPossibleCollisions == null ||
_lastCheckedCollision >= _allPossibleCollisions.Length) {
// Start a new series
_allPossibleCollisions = GenerateAllPossibleCollisions();
_lastCheckedCollision = 0;
}
for (var i=_lastCheckedCollision; i<_allPossibleCollisions.Length; i++) {
// Don't go over the budget
if (HighPerformanceCount.Now - startTime > CollisionBudget) {
break;
}
_lastCheckedCollision = i;
if (CheckCollision(_allPossibleCollisions[i])) {
HandleCollision(_allPossibleCollisions[i]);
}
}
}
There, now it doesn't matter how fast the collision code is, it will be done as quickly as is possible without affecting the user's perceived performance.
Benefits include:
The algorithm is designed to run out of time, it just resumes on the next frame, so you don't have to worry about this particular edge case.
CPU budgeting becomes more and more important as the number of advanced/time consuming algorithms increases. Think AI. So it's a good idea to implement such a system early on.
Human response time is less than 30 Hz, your frame loop is running at 60 Hz. That gives the algorithm 30 frames to complete its work, so it's OK that it doesn't finish its work.
Doing it this way gives stable, data-independent frame rates.
It still benefits from performance optimizations to the collision algorithm itself.
Collision algorithms are designed to track down the "sub frame" in which collisions happened. That is, you will never be so lucky as to catch a collision just as it happens - thinking you're doing so is lying to yourself.
I can help here; i wrote my own collision detection as an experiment. I think i can tell you right now that you won't get the performance you need without changing algorithms. Sure, the naive way is nice, but only works for so many items before collapsing. What you need is Sweep and prune. The basic idea goes like this (from my collision detection library project):
using System.Collections.Generic;
using AtomPhysics.Interfaces;
namespace AtomPhysics.Collisions
{
public class SweepAndPruneBroadPhase : IBroadPhaseCollider
{
private INarrowPhaseCollider _narrowPhase;
private AtomPhysicsSim _sim;
private List<Extent> _xAxisExtents = new List<Extent>();
private List<Extent> _yAxisExtents = new List<Extent>();
private Extent e1;
public SweepAndPruneBroadPhase(INarrowPhaseCollider narrowPhase)
{
_narrowPhase = narrowPhase;
}
public AtomPhysicsSim Sim
{
get { return _sim; }
set { _sim = null; }
}
public INarrowPhaseCollider NarrowPhase
{
get { return _narrowPhase; }
set { _narrowPhase = value; }
}
public bool NeedsNotification { get { return true; } }
public void Add(Nucleus nucleus)
{
Extent xStartExtent = new Extent(nucleus, ExtentType.Start);
Extent xEndExtent = new Extent(nucleus, ExtentType.End);
_xAxisExtents.Add(xStartExtent);
_xAxisExtents.Add(xEndExtent);
Extent yStartExtent = new Extent(nucleus, ExtentType.Start);
Extent yEndExtent = new Extent(nucleus, ExtentType.End);
_yAxisExtents.Add(yStartExtent);
_yAxisExtents.Add(yEndExtent);
}
public void Remove(Nucleus nucleus)
{
foreach (Extent e in _xAxisExtents)
{
if (e.Nucleus == nucleus)
{
_xAxisExtents.Remove(e);
}
}
foreach (Extent e in _yAxisExtents)
{
if (e.Nucleus == nucleus)
{
_yAxisExtents.Remove(e);
}
}
}
public void Update()
{
_xAxisExtents.InsertionSort(comparisonMethodX);
_yAxisExtents.InsertionSort(comparisonMethodY);
for (int i = 0; i < _xAxisExtents.Count; i++)
{
e1 = _xAxisExtents[i];
if (e1.Type == ExtentType.Start)
{
HashSet<Extent> potentialCollisionsX = new HashSet<Extent>();
for (int j = i + 1; j < _xAxisExtents.Count && _xAxisExtents[j].Nucleus.ID != e1.Nucleus.ID; j++)
{
potentialCollisionsX.Add(_xAxisExtents[j]);
}
HashSet<Extent> potentialCollisionsY = new HashSet<Extent>();
for (int j = i + 1; j < _yAxisExtents.Count && _yAxisExtents[j].Nucleus.ID != e1.Nucleus.ID; j++)
{
potentialCollisionsY.Add(_yAxisExtents[j]);
}
List<Extent> probableCollisions = new List<Extent>();
foreach (Extent e in potentialCollisionsX)
{
if (potentialCollisionsY.Contains(e) && !probableCollisions.Contains(e) && e.Nucleus.ID != e1.Nucleus.ID)
{
probableCollisions.Add(e);
}
}
foreach (Extent e2 in probableCollisions)
{
if (e1.Nucleus.DNCList.Contains(e2.Nucleus) || e2.Nucleus.DNCList.Contains(e1.Nucleus))
continue;
NarrowPhase.DoCollision(e1.Nucleus, e2.Nucleus);
}
}
}
}
private bool comparisonMethodX(Extent e1, Extent e2)
{
float e1PositionX = e1.Nucleus.NonLinearSpace != null ? e1.Nucleus.NonLinearPosition.X : e1.Nucleus.Position.X;
float e2PositionX = e2.Nucleus.NonLinearSpace != null ? e2.Nucleus.NonLinearPosition.X : e2.Nucleus.Position.X;
e1PositionX += (e1.Type == ExtentType.Start) ? -e1.Nucleus.Radius : e1.Nucleus.Radius;
e2PositionX += (e2.Type == ExtentType.Start) ? -e2.Nucleus.Radius : e2.Nucleus.Radius;
return e1PositionX < e2PositionX;
}
private bool comparisonMethodY(Extent e1, Extent e2)
{
float e1PositionY = e1.Nucleus.NonLinearSpace != null ? e1.Nucleus.NonLinearPosition.Y : e1.Nucleus.Position.Y;
float e2PositionY = e2.Nucleus.NonLinearSpace != null ? e2.Nucleus.NonLinearPosition.Y : e2.Nucleus.Position.Y;
e1PositionY += (e1.Type == ExtentType.Start) ? -e1.Nucleus.Radius : e1.Nucleus.Radius;
e2PositionY += (e2.Type == ExtentType.Start) ? -e2.Nucleus.Radius : e2.Nucleus.Radius;
return e1PositionY < e2PositionY;
}
private enum ExtentType { Start, End }
private sealed class Extent
{
private ExtentType _type;
public ExtentType Type
{
get
{
return _type;
}
set
{
_type = value;
_hashcode = 23;
_hashcode *= 17 + Nucleus.GetHashCode();
}
}
private Nucleus _nucleus;
public Nucleus Nucleus
{
get
{
return _nucleus;
}
set
{
_nucleus = value;
_hashcode = 23;
_hashcode *= 17 + Nucleus.GetHashCode();
}
}
private int _hashcode;
public Extent(Nucleus nucleus, ExtentType type)
{
Nucleus = nucleus;
Type = type;
_hashcode = 23;
_hashcode *= 17 + Nucleus.GetHashCode();
}
public override bool Equals(object obj)
{
return Equals(obj as Extent);
}
public bool Equals(Extent extent)
{
if (this.Nucleus == extent.Nucleus)
{
return true;
}
return false;
}
public override int GetHashCode()
{
return _hashcode;
}
}
}
}
and here's the code that does the insertion sort (more-or-less a direct translation of the pseudocode here):
/// <summary>
/// Performs an insertion sort on the list.
/// </summary>
/// <typeparam name="T">The type of the list supplied.</typeparam>
/// <param name="list">the list to sort.</param>
/// <param name="comparison">the method for comparison of two elements.</param>
/// <returns></returns>
public static void InsertionSort<T>(this IList<T> list, Func<T, T, bool> comparison)
{
for (int i = 2; i < list.Count; i++)
{
for (int j = i; j > 1 && comparison(list[j], list[j - 1]); j--)
{
T tempItem = list[j];
list.RemoveAt(j);
list.Insert(j - 1, tempItem);
}
}
}
IIRC, i was able to get an extremely large performance increase with that, especially when dealing with large numbers of colliding bodies. You'll need to adapt it for your code, but that's the basic premise behind sweep and prune.
The other thing i want to remind you is that you should use a profiler, like the one made by Red Gate. There's a free trial which should last you long enough.
It looks like you are looping through all the game objects just to see what objects are contained in a cell. It seems like a better approach would be to store the list of game objects that are in a cell for each cell. If you do that and each object knows what cells it is in, then moving objects between cells should be easy. This seems like it will yield the biggest performance gain.
Here is another optimization tip for determing what cells an object is in:
If you have already determined what cell(s) an object is in and know that based on the objects velocity it will not change cells for the current frame, there is no need to rerun the logic that determines what cells the object is in. You can do a quick check by creating a bounding box that contains all the cells that the object is in. You can then create a bounding box that is the size of the object + the velocity of the object for the current frame. If the cell bounding box contains the object + velocity bounding box, no further checks need to be done. If the object isn't moving, it's even easier and you can just use the object bounding box.
Let me know if that makes sense, or google / bing search for "Quad Tree", or if you don't mind using open source code, check out this awesome physics library: http://www.codeplex.com/FarseerPhysics
I'm in the exact same boat as you. I'm trying to create an overhead shooter and need to push efficiency to the max so I can have tons of bullets and enemies on screen at once.
I'd get all of my collidable objects in an array with a numbered index. This affords the opportunity to take advantage of an observation: if you iterate over the list fully for each item you'll be duplicating efforts. That is (and note, I'm making up variables names just to make it easier to spit out some pseudo-code)
if (objs[49].Intersects(objs[51]))
is equivalent to:
if (objs[51].Intersects(objs[49]))
So if you use a numbered index you can save some time by not duplicating efforts. Do this instead:
for (int i1 = 0; i1 < collidables.Count; i1++)
{
//By setting i2 = i1 + 1 you ensure an obj isn't checking collision with itself, and that objects already checked against i1 aren't checked again. For instance, collidables[4] doesn't need to check against collidables[0] again since this was checked earlier.
for (int i2 = i1 + 1; i2 < collidables.Count; i2++)
{
//Check collisions here
}
}
Also, I'd have each cell either have a count or a flag to determine if you even need to check for collisions. If a certain flag is set, or if the count is less than 2, than no need to check for collisions.
Just a heads up: Some people suggest farseer; which is a great 2D physics library for use with XNA. If you're in the market for a 3D physics engine for XNA, I've used bulletx (a c# port of bullet) in XNA projects to great effect.
Note: I have no affiliation to the bullet or bulletx projects.
An idea might be to use a bounding circle. Basically, when a Collidable is created, keep track of it's centre point and calculate a radius/diameter that contains the whole object. You can then do a first pass elimination using something like;
int r = C1.BoundingRadius + C2.BoundingRadius;
if( Math.Abs(C1.X - C2.X) > r && Math.Abs(C1.Y - C2.Y) > r )
/// Skip further checks...
This drops the comparisons to two for most objects, but how much this will gain you I'm not sure...profile!
There are a couple of things that could be done to speed up the process... but as far as I can see your method of checking for simple rectangular collision is just fine.
But I'd replace the check
if (obj.Position.X ....)
With
if (obj.Bounds.IntersercsWith(this.Bounds))
And I'd also replace the line
result.Add(new List<GameObject>(cell.Containing.ToArray()));
For
result.Add(new List<GameObject>(cell.Containing));
As the Containing property returns an ICollection<T> and that inherits the IEnumerable<T> that is accepted by the List<T> constructor.
And the method ToArray() simply iterates to the list returning an array, and this process is done again when creating the new list.
I know this Thread is old but i would say that the marked answar was completly wrong...
his code contain a fatal error and don´t give performance improvent´s it will take performence!
At first a little notic...
His code is created so that you have to call this code in your Draw methode but this is the wrong place for collision-detection. In your draw methode you should only draw nothing else!
But you can´t call HandleCollisions() in Update, because Update get a lots of more calls than Draw´s.
If you want call HandleCollisions() your code have to look like this... This code will prevent that your collision detection run more then once per frame.
private bool check = false;
protected override Update(GameTime gameTime)
{
if(!check)
{
check = true;
HandleCollisions();
}
}
protected override Draw(GameTime gameTime)
{
check = false;
}
Now let us take a look what´s wrong with HandleCollisions().
Example: We have 500 objects and we would do a check for every possible Collision without optimizing our detection.
With 500 object we should have 249500 collision checks (499X500 because we don´t want to check if an object collide with it´s self)
But with Frank´s code below we will lose 99.998% of your collosions (only 500 collision-checks will done). << THIS WILL INCREASE THE PERFORMENCES!
Why? Because _lastCheckedCollision will never be the same or greater then allPossibleCollisions.Length... and because of that you would only check the last index 499
for (var i=_lastCheckedCollision; i<_allPossibleCollisions.Length; i++)
_lastCheckedCollision = i;
//<< This could not be the same as _allPossibleCollisions.Length,
//because i have to be lower as _allPossibleCollisions.Length
you have to replace This
if (_allPossibleCollisions == null ||
_lastCheckedCollision >= _allPossibleCollisions.Length)
with this
if (_allPossibleCollisions == null ||
_lastCheckedCollision >= _allPossibleCollisions.Length - 1) {
so your whole code can be replaced by this.
private bool check = false;
protected override Update(GameTime gameTime)
{
if(!check)
{
check = true;
_allPossibleCollisions = GenerateAllPossibleCollisions();
for(int i=0; i < _allPossibleCollisions.Length; i++)
{
if (CheckCollision(_allPossibleCollisions[i]))
{
//Collision!
}
}
}
}
protected override Draw(GameTime gameTime)
{
check = false;
}
... this should be a lot of faster than your code ... and it works :D ...
RCIX answer should marked as correct because Frank´s answar is wrong.