Static vs Dynamic programming - c#

I know that in order to clean up your code you use loops. i.e. instead of saying
myItem = myArray[0]
my2ndItem = myArray[1]
up to element 100 or so will take 100 lines of your code and will be ugly.
It can be slimmed down and look nice / be more efficient using a loop.
Let's say you're creating a game and you have 100 non player controlled enemies that spawn in an EXACT position, each position differing.
How on earth would you spawn every single one without using 100 lines of code?
I can understand if, say for example, you wanted them all 25 yards apart, you could just use a loop and increment by 25.
So that said, programming statically in this case is the only way I can see a possible outcome, yet I know programming dynamically is the way to go.
How do people do this? And if you could provide other similar examples that would be great.

var spawnLocs = new SpawnLocation[10];
if (RandomPosition)
{
for (int i = 0; i < spawnLocs.Length; i++)
{
spawnLocs[i] = // auto define using algorithm / logic
}
}
else
{
spawnLocs[0] = // manually define spawn location
spawnLocs[1] =
...
...
spawnLocs[9] =
}
Spawn new enemy:
void SpawnEnemy(int spawnedCount)
{
if (EnemyOnMap < 10 && spawnedCount < 100)
{
var rd = new Random();
Enemy e = new Enemy();
SpawnLocation spawnLoc = new SpawnLocation();
bool locationOk = false;
while(!locationOk)
{
spawnLoc = spawnLocs[rd.Next(0, spawnLoc.Length)];
if (!spawnLoc.IsOccupied)
{
locationOk = true;
}
}
e.SpawnLocation = spawnLoc;
this.Map.AddNewEnemy(e);
}
}

Just specify the positions as an array or list or whatever data-format suits the purpose, then implement a 3 line loop that reads from that input for each enemy, and finds and sets the corresponding position.
Most languages will have some kind of "shorthand" format for providing the data for an array or list directly, as in C# for instance:
var myList = new List<EnemyPosition>{
new EnemyPosition{ x = 0, y = 1 },
new EnemyPosition{ x = 45, y = 31 },
new EnemyPosition{ x = 12, y = 9 },
(...)
};
You could naturally put the same data in an XML file, or a database, or your grandmothers cupboard for that matter, just as long you have some interface to retrieve it when needed.
Then you can set it up with a loop, just as in your question.

Related

Shortest list from a two dimensional array

This question is more about an algorithm than actual code, but example code would be appreciated.
Let's say I have a two-dimensional array such as this:
A B C D E
--------------
1 | 0 2 3 4 5
2 | 1 2 4 5 6
3 | 1 3 4 5 6
4 | 2 3 4 5 6
5 | 1 2 3 4 5
I am trying to find the shortest list that would include a value from each row. Currently, I am going row by row and column by column, adding each value to a SortedSet and then checking the length of the set against the shortest set found so far. For example:
Adding cells {1A, 2A, 3A, 4A, 5A} would add the values {0, 1, 1, 2, 1} which would result in a sorted set {0, 1, 2}. {1B, 2A, 3A, 4A, 5A} would add the values {2, 1, 1, 2, 1} which would result in a sorted set {1, 2}, which is shorter than the previous set.
Obviously, adding {1D, 2C, 3C, 4C, 5D} or {1E, 2D, 3D, 4D, 5E} would be the shortest sets, having only one item each, and I could use either one.
I don't have to include every number in the array. I just need to find the shortest set while including at least one number from every row.
Keep in mind that this is just an example array, and the arrays that I'm using are much, much larger. The smallest is 495x28. Brute force will take a VERY long time (28^495 passes). Is there a shortcut that someone knows, to find this in the least number of passes? I have C# code, but it's kind of long.
Edit:
Posting current code, as per request:
// Set an array of counters, Add enough to create largest initial array
int ListsCount = MatrixResults.Count();
int[] Counters = new int[ListsCount];
SortedSet<long> CurrentSet = new SortedSet<long>();
for (long X = 0; X < ListsCount; X++)
{
Counters[X] = 0;
CurrentSet.Add(X);
}
while (true)
{
// Compile sequence list from MatrixResults[]
SortedSet<long> ThisSet = new SortedSet<long>();
for (int X = 0; X < Count4; X ++)
{
ThisSet.Add(MatrixResults[X][Counters[X]]);
}
// if Sequence Length less than current low, set ThisSet as Current
if (ThisSet.Count() < CurrentSet.Count())
{
CurrentSet.Clear();
long[] TSI = ThisSet.ToArray();
for (int Y = 0; Y < ThisSet.Count(); Y ++)
{
CurrentSet.Add(TSI[Y]);
}
}
// Increment Counters
int Index = 0;
bool EndReached = false;
while (true)
{
Counters[Index]++;
if (Counters[Index] < MatrixResults[Index].Count()) break;
Counters[Index] = 0;
Index++;
if (Index >= ListsCount)
{
EndReached = true;
break;
}
Counters[Index]++;
}
// If all counters are fully incremented, then break
if (EndReached) break;
}
With all computations there is always a tradeoff, several factors are in play, like will You get paid for getting it perfect (in this case for me, no). This is a case of the best being the enemy of the good. How long can we spend on solving a problem and will it be sufficient to get close enough to fulfil the use case (imo) and when we can solve the problem without hand painting pixels in UHD resolution to get the idea of a key through, lets!
So, my choice is an approach which will get a covering set which is small and ehem... sometimes will be the smallest :) In essence because of the sequence in comparing would to be spot on be iterative between different strategies, comparing the length of the sets for different strategies - and for this evening of fun I chose to give one strategy which is I find defendable to be close to or equal the minimal set.
So this strategy is to observe the multi dimensional array as a sequence of lists that has a distinct value set each. Then if reducing the total amount of lists with the smallest in the remainder iteratively, weeding out any non used values in that smallest list when having reduced total set in each iteration we will get a path which is close enough to the ideal to be effective as it completes in milliseconds with this approach.
A critique of this approach up front is then that the direction you pass your minimal list in really would have to get iteratively varied to pick best, left to right, right to left, in position sequences X,Y,Z, ... because the amount of potential reducing is not equal. So to get close to the ideal iterations of sequences would have to be made for each iteration too until all combinations were covered, choosing the most reducing sequence. right - but I chose left to right, only!
Now I chose not to run compare execution against Your code, because of the way you instantiate your MatrixResults is an array of int arrays and not instantiated as a multidimension array, which your drawing is, so I went by Your drawing and then couldn't share data source with your code. No matter, you can make that conversion if you wish, onwards to generate sample data:
private int[,] CreateSampleArray(int xDimension, int yDimensions, Random rnd)
{
Debug.WriteLine($"Created sample array of dimensions ({xDimension}, {yDimensions})");
var array = new int[xDimension, yDimensions];
for (int x = 0; x < array.GetLength(0); x++)
{
for(int y = 0; y < array.GetLength(1); y++)
{
array[x, y] = rnd.Next(0, 4000);
}
}
return array;
}
The overall structure with some logging, I'm using xUnit to run the code in
[Fact]
public void SetCoverExperimentTest()
{
var rnd = new Random((int)DateTime.Now.Ticks);
var sw = Stopwatch.StartNew();
int[,] matrixResults = CreateSampleArray(rnd.Next(100, 500), rnd.Next(100, 500), rnd);
//So first requirement is that you must have one element per row, so lets get our unique rows
var listOfAll = new List<List<int>>();
List<int> listOfRow;
for (int y = 0; y < matrixResults.GetLength(1); y++)
{
listOfRow = new List<int>();
for (int x = 0; x < matrixResults.GetLength(0); x++)
{
listOfRow.Add(matrixResults[x, y]);
}
listOfAll.Add(listOfRow.Distinct().ToList());
}
var setFound = new HashSet<int>();
List<List<int>> allUniquelyRequired = GetDistinctSmallestList(listOfAll, setFound);
// This set now has all rows that are either distinctly different
// Or have a reordering of distinct values of that length value lists
// our HashSet has the unique value range
//Meaning any combination of sets with those values,
//grabbing any one for each set, prefering already chosen ones should give a covering total set
var leastSet = new LeastSetData
{
LeastSet = setFound,
MatrixResults = matrixResults,
};
List<Coordinate>? minSet = leastSet.GenerateResultsSet();
sw.Stop();
Debug.WriteLine($"Completed in {sw.Elapsed.TotalMilliseconds:0.00} ms");
Assert.NotNull(minSet);
//There is one for each row
Assert.False(minSet.Select(s => s.y).Distinct().Count() < minSet.Count());
//We took less than 25 milliseconds
var timespan = new TimeSpan(0, 0, 0, 0, 25);
Assert.True(sw.Elapsed < timespan);
//Outputting to debugger for the fun of it
var sb = new StringBuilder();
foreach (var coordinate in minSet)
{
sb.Append($"({coordinate.x}, {coordinate.y}) {matrixResults[coordinate.x, coordinate.y]},");
}
var debugLine = sb.ToString();
debugLine = debugLine.Substring(0, debugLine.Length - 1);
Debug.WriteLine("Resulting set: " + debugLine);
}
Now the more meaty iterative bits
private List<List<int>> GetDistinctSmallestList(List<List<int>> listOfAll, HashSet<int> setFound)
{
// Our smallest set must be a subset the distinct sum of all our smallest lists for value range,
// plus unknown
var listOfShortest = new List<List<int>>();
int shortest = int.MaxValue;
foreach (var list in listOfAll)
{
if (list.Count < shortest)
{
listOfShortest.Clear();
shortest = list.Count;
listOfShortest.Add(list);
}
else if (list.Count == shortest)
{
if (listOfShortest.Contains(list))
continue;
listOfShortest.Add(list);
}
}
var setFoundAddition = new HashSet<int>(setFound);
foreach (var list in listOfShortest)
{
foreach (var item in list)
{
if (setFound.Contains(item))
continue;
if (setFoundAddition.Contains(item))
continue;
setFoundAddition.Add(item);
}
}
//Now we can remove all rows with those found, we'll add the smallest later
var listOfAllRemainder = new List<List<int>>();
bool foundInList;
List<int> consumedWhenReducing = new List<int>();
foreach (var list in listOfAll)
{
foundInList = false;
foreach (int item in list)
{
if (setFound.Contains(item))
{
//Covered by data from last iteration(s)
foundInList = true;
break;
}
else if (setFoundAddition.Contains(item))
{
consumedWhenReducing.Add(item);
foundInList = true;
break;
}
}
if (!foundInList)
{
listOfAllRemainder.Add(list); //adding what lists did not have elements found
}
}
//Remove any from these smallestset lists that did not get consumed in the favour used pass before
if (consumedWhenReducing.Count == 0)
{
throw new Exception($"Shouldn't be possible to remove the row itself without using one of its values, please investigate");
}
var removeArray = setFoundAddition.Where(a => !consumedWhenReducing.Contains(a)).ToArray();
setFoundAddition.RemoveWhere(x => removeArray.Contains(x));
foreach (var value in setFoundAddition)
{
setFound.Add(value);
}
if (listOfAllRemainder.Count != 0)
{
//Do the whole thing again until there in no list left
listOfShortest.AddRange(GetDistinctSmallestList(listOfAllRemainder, setFound));
}
return listOfShortest; //Here we will ultimately have the sum of shortest lists per iteration
}
To conclude: I hope to have inspired You, at least I had fun coming up with a best approximate, and should you feel like completing the code, You're very welcome to grab what You like.
Obviously we should really track the sequence we go through the shortest lists, after all it is of significance if we start by reducing the total distinct lists by element at position 0 or 0+N and which one we reduce with after. I mean we must have one of those values but each time consuming each value has removed most of the total list all it really produces is a value range and the range consumption sequence matters to the later iterations - Because a position we didn't reach before there were no others left e.g. could have remove potentially more than some which were covered. You get the picture I'm sure.
And this is just one strategy, One may as well have chosen the largest distinct list even within the same framework and if You do not iteratively cover enough strategies, there is only brute force left.
Anyways you'd want an AI to act. Just like a human, not to contemplate the existence of universe before, after all we can reconsider pretty often with silicon brains as long as we can do so fast.
With any moving object at least, I'd much rather be 90% on target correcting every second while taking 14 ms to get there, than spend 2 seconds reaching 99% or the illusive 100% => meaning we should stop the vehicle before the concrete pillar or the pram or conversely buy the equity when it is a good time to do so, not figuring out that we should have stopped, when we are allready on the other side of the obstacle or that we should've bought 5 seconds ago, but by then the spot price already jumped again...
Thus the defense rests on the notion that it is opinionated if this solution is good enough or simply incomplete at best :D
I realize it's pretty random, but just to say that although this sketch is not entirely indisputably correct, it is easy to read and maintain and anyways the question is wrong B-] We will very rarely need the absolute minimal set and when we do the answer will be much longer :D
... woopsie, forgot the support classes
public struct Coordinate
{
public int x;
public int y;
public override string ToString()
{
return $"({x},{y})";
}
}
public struct CoordinateValue
{
public int Value { get; set; }
public Coordinate Coordinate { get; set; }
public override string ToString()
{
return string.Concat(Coordinate.ToString(), " ", Value.ToString());
}
}
public class LeastSetData
{
public HashSet<int> LeastSet { get; set; }
public int[,] MatrixResults { get; set; }
public List<Coordinate> GenerateResultsSet()
{
HashSet<int> chosenValueRange = new HashSet<int>();
var chosenSet = new List<Coordinate>();
for (int y = 0; y < MatrixResults.GetLength(1); y++)
{
var candidates = new List<CoordinateValue>();
for (int x = 0; x < MatrixResults.GetLength(0); x++)
{
if (LeastSet.Contains(MatrixResults[x, y]))
{
candidates.Add(new CoordinateValue
{
Value = MatrixResults[x, y],
Coordinate = new Coordinate { x = x, y = y }
}
);
continue;
}
}
if (candidates.Count == 0)
throw new Exception($"OMG Something's wrong! (this row did not have any of derived range [y: {y}])");
var done = false;
foreach (var c in candidates)
{
if (chosenValueRange.Contains(c.Value))
{
chosenSet.Add(c.Coordinate);
done = true;
break;
}
}
if (!done)
{
var firstCandidate = candidates.First();
chosenSet.Add(firstCandidate.Coordinate);
chosenValueRange.Add(firstCandidate.Value);
}
}
return chosenSet;
}
}
This problem is NP hard.
To show that, we have to take a known NP hard problem, and reduce it to this one. Let's do that with the Set Cover Problem.
We start with a universe U of things, and a collection S of sets that covers the universe. Assign each thing a row, and each set a number. This will fill different numbers of columns for each row. Fill in a rectangle by adding new numbers.
Now solve your problem.
For each new number in your solution that didn't come from a set in the original problem, we can replace it with another number in the same row that did come from a set.
And now we turn numbers back into sets and we have a solution to the Set Cover Problem.
The transformations from set cover to your problem and back again are both O(number_of_elements * number_of_sets) which is polynomial in the input. And therefore your problem is NP hard.
Conversely if you replace each number in the matrix with the set of rows covered, your problem turns into the Set Cover Problem. Using any existing solver for set cover then gives a reasonable approach for your problem as well.
The code is not particularly tidy or optimised, but illustrates the approach I think #btilly is suggesting in his answer (E&OE) using a bit of recursion (I was going for intuitive rather than ideal for scaling, so you may have to work an iterative equivalent).
From the rows with their values make a "values with the rows that they appear in" counterpart. Now pick a value, eliminate all rows in which it appears and solve again for the reduced set of rows. Repeat recursively, keeping only the shortest solutions.
I know this is not terribly readable (or well explained) and may come back to tidy up in the morning, so let me know if it does what you want (is worth a bit more of my time;-).
// Setup
var rowValues = new Dictionary<int, HashSet<int>>
{
[0] = new() { 0, 2, 3, 4, 5 },
[1] = new() { 1, 2, 4, 5, 6 },
[2] = new() { 1, 3, 4, 5, 6 },
[3] = new() { 2, 3, 4, 5, 6 },
[4] = new() { 1, 2, 3, 4, 5 }
};
Dictionary<int, HashSet<int>> ValueRows(Dictionary<int, HashSet<int>> rv)
{
var vr = new Dictionary<int, HashSet<int>>();
foreach (var row in rv.Keys)
{
foreach (var value in rv[row])
{
if (vr.ContainsKey(value))
{
if (!vr[value].Contains(row))
vr[value].Add(row);
}
else
{
vr.Add(value, new HashSet<int> { row });
}
}
}
return vr;
}
List<int> FindSolution(Dictionary<int, HashSet<int>> rAndV)
{
if (rAndV.Count == 0) return new List<int>();
var bestSolutionSoFar = new List<int>();
var vAndR = ValueRows(rAndV);
foreach (var v in vAndR.Keys)
{
var copyRemove = new Dictionary<int, HashSet<int>>(rAndV);
foreach (var r in vAndR[v])
copyRemove.Remove(r);
var solution = new List<int>{ v };
solution.AddRange(FindSolution(copyRemove));
if (bestSolutionSoFar.Count == 0 || solution.Count > 0 && solution.Count < bestSolutionSoFar.Count)
bestSolutionSoFar = solution;
}
return bestSolutionSoFar;
}
var solution = FindSolution(rowValues);
Console.WriteLine($"Optimal solution has values {{ {string.Join(',', solution)} }}");
output Optimal solution has values { 4 }

PUN 2 Getting and Setting Custom Properties

I'm still relatively new to Photon since the depreciation of UNet. I'm having trouble getting and setting local custom properties. I'm trying to have two different teams (players and angels) be chosen. Each player starts as a spectator. A certain percentage of players are chosen to be the angels, and the rest are assigned as players. I can manage to get and set the property of a randomly chosen player, but I can't seem to assign the values for the remaining. The snippet of code is below.
private IEnumerator TeamBalance()
{
angelCount = Mathf.Floor(PhotonNetwork.PlayerList.Length * angelPercent);
currentAngels = angelCount;
for (int i = 0; i < angelCount;)
{
int index = Random.Range(0, PhotonNetwork.PlayerList.Length);
if (PhotonNetwork.PlayerList[index].CustomProperties["team"].ToString() == "spectator")
{
PhotonNetwork.PlayerList[index].CustomProperties["team"] = "angel";
i++;
}
}
foreach (var player in PhotonNetwork.PlayerList)
{
if (player.CustomProperties["team"].ToString() == "spectator")
{
player.CustomProperties["team"] = "player";
}
}
yield return null;
}
The end result for 3 players ends up picking 1 angel, but with 2 spectators still remaining.
You need to use Player.SetCustomProperties function to set properties instead of assigning them directly. This allows PUN to track what’s been changed and update properly.
https://doc-api.photonengine.com/en/pun/v2/class_photon_1_1_realtime_1_1_player.html#a0c1010eda4f775ff56f8c86b026be41e

A for loop somehow overrides an entire array, even though I can see no reason for that

So, been looking at this code for a good while now, and I am lost.
The point is to run a for loop that adds classes to an array, and then for each class runs through an array of points inside of that class, and add variations to it.
This then shows as a bunch of dots on a form, which are supposed to move independently of each other, but now follows each other completely.
It does not matter how much variation there is or anything, it's just 99 dots with the exact same acceleration, velocity, and location, and path.
The code is here, the method isn't touched by any other code, and the problem arises before it returns.
//Point of the method is to put variations of Baby into an array, and return that array
Dot.Class[] MutateAndListBaby(Dot.Class Baby)
{
//Making the empty array
Dot.Class[] BabyList = new Dot.Class[dots.Length];
//For loop that goes through through the whole array
for (int i = 1; i < BabyList.Length; i++)
{
//For each itteration the for loop adds the class reference to the index, then puts the standard directions into that reference, and then sets a value preventing it from being changed in another code
BabyList[i] = new Dot.Class();
BabyList[i].Directions = Baby.Directions;
BabyList[i].StartupComplete = true;
//The zero index variation when made like this, allows it to not be overriden, which would lead one to believe that how the directions are copied is he problem
//But it shouldn't be, BabyList[i].Directions = Baby.Directions; should be fire and forget, it should just add the Directions to the array and then leave it
BabyList[0] = new Dot.Class();
BabyList[0].Directions = new PointF[100];
for (int b = 0; b < BabyList[0].Directions.Length; b++)
{
BabyList[0].Directions[b] = new Point (5, 10);
}
BabyList[0].StartupComplete = true;
//The for loop that shuld add variation, but it seems like it somehow overrides it self, somehow
for (int b = 0; b < BabyList[i].Directions.Length; b++)
{
if (rand.Next(0, 101) >= 100)
{
int rando = rand.Next(-50, 51);
float mod = (float)rando / 50;
float x = BabyList[i].Directions[b].X;
x = x + mod;
BabyList[i].Directions[b].X = rand.Next(-5, 6);
}
if (rand.Next(0, 101) >= 100)
{
int rando = rand.Next(-50, 51);
float mod = (float)rando / 50;
float y = BabyList[i].Directions[b].Y;
y = y * mod;
BabyList[i].Directions[b].Y = rand.Next(-5, 6);
}
}
//Now one would assume this would create a unique dot that would move 100% independently right? Since it's at the end of the for loop, so nothin should change it
// Nope, somehow it makes every other dot copy its directions...
if (i == 5)
{
for (int b = 0; b < BabyList[5].Directions.Length; b++)
{
BabyList[5].Directions[b] = new PointF(-5f, -5f);
}
}
}
return BabyList;
}
}
}
With the code there, what I get is the 0 index dot going its own way, while the other 99 dots for some reason follow the 5th index's Directions, even though they should get their own variations later on in the code.
Any help would be much appreciated, it probarbly something obvious, but trust me, been looking at this thing for quite a while, can't see anything.
If I understand you correctly, this might be the issue:
BabyList[i].Directions = Baby.Directions;
Directions is of type array of PointF - a reference. The line above does not copy the array. Is that what you assume? If I'm not misreading the code you're presenting, you're creating one Dot.Class with its own array of PointF at index 0 and fill the rest of your Dot.Class array with instances that share one single array.
Directions is array, which is a reference type. When you're making assigment of a variable of this type
BabyList[i].Directions = Baby.Directions;
no new instance is created and reference us just being copied into new variable which still references original instance. Essentially in your loop only very first item gets a new instance of Directions as it's explicitly constructed. The rest share the instance which comes as a member of parameter passed to the method.
You probably want to change your if conditions:
(rand.Next(0, 101) >= 100
to
(rand.Next(0, 100) < 99
This will run an average of 99 times out of 100, whereas your current condition runs 1 out of 101 times (on average)
Oh, and Benjamin Podszun's answer about assigning the same array (not a copy of the same array) to Directions apply as well!
(Assuming that Directions isn't a getter that you created to return a copy of an array instead of a reference!)

Would Like an Assistance/Explanation of what is happening with .RemoveRange() [duplicate]

This question already has answers here:
Why the other list also changes if I have changed the data of one list? [duplicate]
(2 answers)
What is the difference between a reference type and value type in c#?
(15 answers)
Closed 5 years ago.
Ok, So I am new to programming in general but getting a start with C#. I am still a near absolute beginner and just writing small projects to get comfortable with the language. I decided this was what I wanted to play with, SO first I created a class Deck, that holds a list of cards. This function is what I wanted to use to shuffle the cards. I do realize this is not the most efficient way but I wanted to accomplish a "Realistic" Shuffle. This is also a rough draft off the top of my head. The code works 1 time through, but Once i call deck.RemoveRange(0,52); It removes everything, from every list, Including NewDeck, FirstCut, SecondCut. (This is just a learning experiment for me and has nothing to do with "What is useful")
Edit: Apologies for the confusing code, I still vomit whatever is in my head until the computer understands. I meant to mention I knew that the issue was an issue with Refrence Types vs. Value Types, I was just under the impression that I was creating new Items when I was in fact, Not doing so. So I wondered how that applied to .RemoveRange and if that remove just an element or removed the base reference(Books and video's never explained this so I am trying to learn from this mistake).
public static List<Card> GetNewDeck(int ShuffleTimes)
{
Deck MainDeck = new Deck();
List<Card> NewDeck = MainDeck.DeckOfCards;
List<Card> ShuffledDeck = new List<Card>();
for (int i = 0; i <= ShuffleTimes; i++)
{
Random Shuffle = new Random();
var FirstCut = NewDeck;
var SecondCut = new List<Card>();
var deck = new List<Card>();
var cut = Shuffle.Next(15, 37);
for (int c = 0; c < cut; c++)
{
SecondCut.Add(FirstCut[0]);
FirstCut.RemoveAt(0);
}
while (deck.Count != 52)
{
var rif = Shuffle.Next(1, 4);
if (rif < SecondCut.Count)
{
for (int r = 0; r < rif; r++)
{
deck.Add(SecondCut[0]);
SecondCut.RemoveAt(0);
}
}
if (rif < FirstCut.Count)
{
for (int d = 0; d < rif; d++)
{
deck.Add(FirstCut[0]);
FirstCut.RemoveAt(0);
}
}
if (rif >= SecondCut.Count && SecondCut.Count != 0)
{
for (int ri = 0; ri <= SecondCut.Count; ri++)
{
deck.Add(SecondCut[0]);
SecondCut.RemoveAt(0);
}
}
if (rif >= FirstCut.Count && FirstCut.Count != 0)
{
for (int si = 0; si <= FirstCut.Count; si++)
{
deck.Add(FirstCut[0]);
FirstCut.RemoveAt(0);
}
}
if (deck.Count == 52)
{
NewDeck = deck;
}
}
deck.RemoveRange(0, 52);
ShuffledDeck = NewDeck;
}
return ShuffledDeck;
}
When you assign one list to another, you are not making a copy of it, you are literally assigning a reference to the same list over and over. So, each time you do that, they all point to the same place. Thus, clearing one clears all.
What you probably want is to make a copy of the list. For example:
NewDeck = new List<Card>(deck);
This won't make a copy of the card objects themselves, but will create a new list that references the cards, which is probably fine for your needs.

Custom Queue Class Iteration and Data Retrieval C#

So I'm working in Visual Studio 2015 with a few custom classes. One of which is called MinPriorityQueue, and it is a priority queue that, in this situation, allows me to retrieve the object of MinimumPriority in the queue via a property MinimumPriority. There is also a method called RemoveMinimumPriority, which is self-explanatory.
I am not allowed to modify this method, it was pre-made for us for this assignment, otherwise I would have already found a simple solution.
My program is meant to compare two text files, and return a value based off a certain equation which isn't important as far as this post goes. The problem I am having is within my UserInterface code. Here is my click event for the 'Analyze' button on my GUI.
private void uxAnalyze_Click(object sender, EventArgs e)
{
Dictionary<string, StoreWord> dictionary = new Dictionary<string, StoreWord>();
const int _numFiles = 2;
MinPriorityQueue<float, StoreInfo> minQueue = new MinPriorityQueue<float, StoreInfo>();
int numWords1 = 0;
int numWords2 = 0;
//Process Both Input Files
using (StreamReader sr = new StreamReader(uxTextBox1.Text))
{
for (int i = 0; i < _numFiles; i++)
{
if (i == 0)
{
dictionary = ReadFile(dictionary, uxTextBox1.Text, i, out numWords1);
}
if (i == 1)
{
dictionary = ReadFile(dictionary, uxTextBox2.Text, i, out numWords2);
}
}
}
int[] numWords = new int[2];
numWords[0] = numWords1;
numWords[1] = numWords2;
//Get 50 Words with Highest Combined Frequencies
foreach(var entry in dictionary.Values)
{
StoreInfo freq = new StoreInfo(entry, numWords);
minQueue.Add(freq, Convert.ToSingle(entry[0] + entry[1]));
if(minQueue.Count > 50)
{
minQueue.RemoveMinimumPriority();
}
}
//Compute and Display the Difference Measure
float diffMeasure = 0;
float temp = 0;
foreach( x in minQueue)
for (int i = 0; i < minQueue.Count; i++)
{
temp += minQueue.????; //This is where my problem stems
}
diffMeasure = (float)(100 * Math.Sqrt(temp));
}
A few lines from the end you will see a comment showing where my problem is located. The MinPriorityQueue (minQueue) has two parameters, a Priority, and a Value, where the Priority is a Float, and the Value is another class called StoreInfo. This class has an Indexer, which will return information from a different file depending on what the index is. In this case, there are only two files. For example: StoreInfo[i] returns the frequency of a word in the ith text file.
Ideally, my code would look like this:
for (int i = 0; i < minQueue.Count; i++)
{
temp += (minQueue.minimumValue[0] - minQueue.minimumValue[1])*(minQueue.minimumValue[0] - minQueue.minimumValue[1]);
}
diffMeasure = (float)(100 * Math.Sqrt(temp));
Problem is, that would require a minimumValue property, which I don't have access to. All I have is minimumPriority.
As far as I can see, there is no other way for me to get the Values that I need in order to get the frequencies that I need to get from the indexer and put into the equation.
Help is much appreciated.
Alright guys, I've been thinking at this for far too long, and it doesn't seem like anyone else sees another solution either.
At this point, I'm just going to go with the logical solution and add another property into the MinPriorityQueue class, even though it is against my professor's wishes.
Thank you all anyway.

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