EmptyStackException - Java 二维数组上的深度优先搜索算法
EmptyStackException - Java Depth First Search algorithm on 2D array
我看过这个问题here我尝试了那里的大部分代码示例,但是当我在我的代码中使用它时,它只是跳过了算法。
我有这个使用堆栈的 DFS 算法,我得到一个 EmptyStackException
,我调试了算法,在第一次递归搜索后堆栈为空,第一次搜索有效,但堆栈的大小是设置为 0,我在这里缺少什么? github
如何确保第一次搜索后堆栈不为空?
我遇到异常的行是 while(true){AddBridges state = gameTree.peek(); ...
我正在使用 2d 数组从 0 到 4 随机生成节点 0 = null 1-4 = island
每次用户开始游戏时数组都会生成随机整数,这会导致算法停止吗,
经过一个周末的调试,我发现算法有时会在搜索4-6次后刹车,有时会在第一次搜索后中断。
public int[][] debug_board_state_easy = new int[4][4];
//This Generates random 2d array
private void InitializeEasy() {
Random rand = new Random();
setCurrentState(new State(WIDTH_EASY));
for (int row = 0; row < debug_board_state_easy.length; row++) {
for (int column = 0; column < debug_board_state_easy[row].length; column++) {
debug_board_state_easy[row][column] = Integer.valueOf(rand.nextInt(5));
}
}
for (int row = 0; row < debug_board_state_easy.length; row++) {
for (int column = 0; column < debug_board_state_easy[row].length; column++) {
System.out.print(debug_board_state_easy[row][column] + " ");
}
System.out.println(debug_board_state_easy);
}
//I am applying the search algorithm here...
this.search();
for (int row = 0; row < WIDTH_EASY; ++row) {
for (int column = 0; column < WIDTH_EASY; ++column) {
getCurrentState().board_elements[row][column] = new BoardElement();
getCurrentState().board_elements[row][column].max_connecting_bridges = Integer.valueOf(debug_board_state_easy[row][column]);
getCurrentState().board_elements[row][column].row = row;
getCurrentState().board_elements[row][column].col = column;
if (getCurrentState().board_elements[row][column].max_connecting_bridges > 0) {
getCurrentState().board_elements[row][column].is_island = true;
}
}
}
}
void search() {
Map<Point, List<Direction>> remainingOptions = new HashMap<>();
Stack<Land> gameTree = new Stack<>();
gameTree.push(new AddBridges(debug_board_state_easy));
while(true) {
AddBridges state = gameTree.peek();
int[] p = state.lowestTodo();
if (p == null)
System.out.println("solution found");
// move to next game state
int row = p[0];
int column = p[1];
System.out.println("expanding game state for node at (" + row + ", " + column + ")");
List<Direction> ds = null;
if(remainingOptions.containsKey(new Point(row,column)))
ds = remainingOptions.get(new Point(row,column));
else{
ds = new ArrayList<>();
for(Direction dir : Direction.values()) {
int[] tmp = state.nextIsland(row, column, dir);
if(tmp == null)
continue;
if(state.canBuildBridge(row,column,tmp[0], tmp[1]))
ds.add(dir);
}
remainingOptions.put(new Point(row,column), ds);
}
// if the node can no longer be expanded, and backtracking is not possible we quit
if(ds.isEmpty() && gameTree.isEmpty()){
System.out.println("no valid configuration found");
return;
}
// if the node can no longer be expanded, we need to backtrack
if(ds.isEmpty()){
gameTree.pop();
remainingOptions.remove(new Point(row,column));
System.out.println("going back to previous decision");
continue;
}
Direction dir = ds.remove(0);
System.out.println("connecting " + dir.name());
remainingOptions.put(new Point(row,column), ds);
AddBridgesnextState = new AddBridges(state);
int[] tmp = state.nextIsland(row,column,dir);
nextState.connect(row,column, tmp[0], tmp[1]);
gameTree.push(nextState);
}
}
}
添加桥梁class
public class AddBridges {
private int[][] BRIDGES_TO_BUILD;
private boolean[][] IS_ISLAND;
private Direction[][] BRIDGES_ALREADY_BUILT;
public Land(int[][] bridgesToDo){
BRIDGES_TO_BUILD = copy(bridgesToDo);
int numberRows = bridgesToDo.length;
int numberColumns = bridgesToDo[0].length;
BRIDGES_ALREADY_BUILT = new Direction[numberRows][numberColumns];
IS_ISLAND = new boolean[numberRows][numberColumns];
for(int i=0;i<numberRows;i++) {
for (int j = 0; j < numberColumns; j++) {
BRIDGES_ALREADY_BUILT[i][j] = null;
IS_ISLAND[i][j] = bridgesToDo[i][j] > 0;
}
}
}
public AddBridges (AddBridges other){
BRIDGES_TO_BUILD = copy(other.BRIDGES_TO_BUILD);
int numberRows = BRIDGES_TO_BUILD.length;
int numberColumns = BRIDGES_TO_BUILD[0].length;
BRIDGES_ALREADY_BUILT = new Direction[numberRows][numberColumns];
IS_ISLAND = new boolean[numberRows][numberColumns];
for(int i=0;i<numberRows;i++) {
for (int j = 0; j < numberColumns; j++) {
BRIDGES_ALREADY_BUILT[i][j] = other.BRIDGES_ALREADY_BUILT[i][j];
IS_ISLAND[i][j] = other.IS_ISLAND[i][j];
}
}
}
public int[] next(int r, int c, Direction dir){
int numberRows = BRIDGES_TO_BUILD.length;
int numberColumns = BRIDGES_TO_BUILD[0].length;
// out of bounds
if(r < 0 || r >=numberRows || c < 0 || c >= numberColumns)
return null;
// motion vectors
int[][] motionVector = {{-1, 0},{0,1},{1,0},{0,-1}};
int i = Arrays.asList(Direction.values()).indexOf(dir);
// calculate next
int[] out = new int[]{r + motionVector[i][0], c + motionVector[i][1]};
r = out[0];
c = out[1];
// out of bounds
if(r < 0 || r >=numberRows || c < 0 || c >= numberColumns)
return null;
// return
return out;
}
public int[] nextIsland(int row, int column, Direction dir){
int[] tmp = next(row,column,dir);
if(tmp == null)
return null;
while(!IS_ISLAND[tmp[0]][tmp[1]]){
tmp = next(tmp[0], tmp[1], dir);
if(tmp == null)
return null;
}
return tmp;
}
public boolean canBuildBridge(int row0, int column0, int row1, int column1){
if(row0 == row1 && column0 > column1){
return canBuildBridge(row0, column1, row1, column0);
}
if(column0 == column1 && row0 > row1){
return canBuildBridge(row1, column0, row0, column1);
}
if(row0 == row1){
int[] tmp = nextIsland(row0, column0, Direction.EAST);
if(tmp == null)
return false;
if(tmp[0] != row1 || tmp[1] != column1)
return false;
if(BRIDGES_TO_BUILD[row0][column0] == 0)
return false;
if(BRIDGES_TO_BUILD[row1][column1] == 0)
return false;
for (int i = column0; i <= column1 ; i++) {
if(IS_ISLAND[row0][i])
continue;
if(BRIDGES_ALREADY_BUILT[row0][i] == Direction.NORTH)
return false;
}
}
if(column0 == column1){
int[] tmp = nextIsland(row0, column0, Direction.SOUTH);
if(tmp == null)
return false;
if(tmp[0] != row1 || tmp[1] != column1)
return false;
if(BRIDGES_TO_BUILD[row0][column0] == 0 || BRIDGES_TO_BUILD[row1][column1] == 0)
return false;
for (int i = row0; i <= row1 ; i++) {
if(IS_ISLAND[i][column0])
continue;
if(BRIDGES_ALREADY_BUILT[i][column0] == Direction.EAST)
return false;
}
}
// default
return true;
}
public int[] lowestTodo(){
int R = BRIDGES_TO_BUILD.length;
int C = BRIDGES_TO_BUILD[0].length;
int[] out = {0, 0};
for (int i=0;i<R;i++) {
for (int j = 0; j < C; j++) {
if(BRIDGES_TO_BUILD[i][j] == 0)
continue;
if (BRIDGES_TO_BUILD[out[0]][out[1]] == 0)
out = new int[]{i, j};
if (BRIDGES_TO_BUILD[i][j] < BRIDGES_TO_BUILD[out[0]][out[1]])
out = new int[]{i, j};
}
}
if (BRIDGES_TO_BUILD[out[0]][out[1]] == 0) {
return null;
}
return out;
}
@TargetApi(Build.VERSION_CODES.GINGERBREAD)
private int[][] copy(int[][] other){
int[][] out = new int[other.length][other.length == 0 ? 0 : other[0].length];
for(int r=0;r<other.length;r++)
out[r] = Arrays.copyOf(other[r], other[r].length);
return out;
}
public void connect(int r0, int c0, int r1, int c1){
if(r0 == r1 && c0 > c1){
connect(r0, c1, r1, c0);
return;
}
if(c0 == c1 && r0 > r1){
connect(r1, c0, r0, c1);
return;
}
if(!canBuildBridge(r0, c0, r1, c1))
return;
BRIDGES_TO_BUILD[r0][c0]--;
BRIDGES_TO_BUILD[r1][c1]--;
if(r0 == r1){
for (int i = c0; i <= c1 ; i++) {
if(IS_ISLAND[r0][i])
continue;
BRIDGES_ALREADY_BUILT[r0][i] = Direction.EAST;
}
}
if(c0 == c1){
for (int i = r0; i <= r1 ; i++) {
if(IS_ISLAND[i][c0])
continue;
BRIDGES_ALREADY_BUILT[i][c0] = Direction.NORTH;
}
}
}
}
代码中发生了很多事情,但我注意到的第一件事可能会有所帮助:
// if the node can no longer be expanded, we need to backtrack
if(ds.isEmpty()){
gameTree.pop();
remainingOptions.remove(new Point(row,column));
System.out.println("going back to previous decision");
continue;
}
您从堆栈中弹出,并继续下一个 while(true) 迭代,此时,堆栈上可能没有任何内容,因为您还没有添加任何其他内容。
我同意@Rosa -
移除或查找空堆栈时应出现 EmptyStackException-
======Iteration/State 代码 ======
**if(ds.isEmpty()){** //HashMap isEmpty = true and gameTree.size() = 1
gameTree.pop(); // After removing element gameTree.size() = 0 (no elements in stack to peek or pop)
remainingOptions.remove(new Point(row,column));
System.out.println("going back to previous decision");
continue; //Skip all the instruction below this, continue to next iteration
}
========下一次迭代========
while(true){
AddBridges state = gameTree.peek(); // gameTree.size() = 0 and a peek
操作将失败,程序将 returnEmptyStackException。
需要 isEmpty 检查 -
if(gameTree.isEmpty()){
System.out.println("no valid configuration found");
return;
}
AddBridges state = gameTree.peek();
因为,函数没有执行任何操作,而是 while 循环。如果要处理其他指令,则需要 "break"。
我认为你问题的一部分是问题的根源:"What am I missing here"?单元测试,除非我在你的项目中没有看到它们。
像 "the array generates Random Integers every time the user starts the game, could that cause the Algorithm to brake?" 这样的问题是单元测试存在的原因,还有以下问题:
- 在对未结束的代码段编写测试的过程中
是问题,你会明确地证明他们不是
问题。
- 如果您正在使用的代码无法按原样进行测试,或者
正在"too complex"测试,重写会让你更好
设计师,通常会导致 "I can't believe I didn't see that"
时刻。
- 当您重构此程序(降低复杂性、重命名变量以使其更易于理解等)时,如果出现问题,您会立即收到通知
而且您不必再花一个周末来弄明白。
例如,不是在搜索它的方法中随机化棋盘,而是在其他地方随机化它,然后将它作为参数放入该方法(或放入 class' 构造函数)。这样,您可以使用自己提供的值初始化自己的测试板,并查看是否某些板比其他板工作得更好以及原因。将较大的方法拆分为较小的方法,每个方法都有自己的参数和测试。旨在用较小的确认工作部分制作程序,而不是制作一个巨大的东西,然后想知道问题是你认为的小部分还是其他。
你会在漫长的 运行 中节省很多时间和挫败感,你最终会比那些花几个小时编码然后调试几个小时的人领先。
我看过这个问题here我尝试了那里的大部分代码示例,但是当我在我的代码中使用它时,它只是跳过了算法。
我有这个使用堆栈的 DFS 算法,我得到一个 EmptyStackException
,我调试了算法,在第一次递归搜索后堆栈为空,第一次搜索有效,但堆栈的大小是设置为 0,我在这里缺少什么? github
如何确保第一次搜索后堆栈不为空?
我遇到异常的行是 while(true){AddBridges state = gameTree.peek(); ...
我正在使用 2d 数组从 0 到 4 随机生成节点 0 = null 1-4 = island
每次用户开始游戏时数组都会生成随机整数,这会导致算法停止吗,
经过一个周末的调试,我发现算法有时会在搜索4-6次后刹车,有时会在第一次搜索后中断。
public int[][] debug_board_state_easy = new int[4][4];
//This Generates random 2d array
private void InitializeEasy() {
Random rand = new Random();
setCurrentState(new State(WIDTH_EASY));
for (int row = 0; row < debug_board_state_easy.length; row++) {
for (int column = 0; column < debug_board_state_easy[row].length; column++) {
debug_board_state_easy[row][column] = Integer.valueOf(rand.nextInt(5));
}
}
for (int row = 0; row < debug_board_state_easy.length; row++) {
for (int column = 0; column < debug_board_state_easy[row].length; column++) {
System.out.print(debug_board_state_easy[row][column] + " ");
}
System.out.println(debug_board_state_easy);
}
//I am applying the search algorithm here...
this.search();
for (int row = 0; row < WIDTH_EASY; ++row) {
for (int column = 0; column < WIDTH_EASY; ++column) {
getCurrentState().board_elements[row][column] = new BoardElement();
getCurrentState().board_elements[row][column].max_connecting_bridges = Integer.valueOf(debug_board_state_easy[row][column]);
getCurrentState().board_elements[row][column].row = row;
getCurrentState().board_elements[row][column].col = column;
if (getCurrentState().board_elements[row][column].max_connecting_bridges > 0) {
getCurrentState().board_elements[row][column].is_island = true;
}
}
}
}
void search() {
Map<Point, List<Direction>> remainingOptions = new HashMap<>();
Stack<Land> gameTree = new Stack<>();
gameTree.push(new AddBridges(debug_board_state_easy));
while(true) {
AddBridges state = gameTree.peek();
int[] p = state.lowestTodo();
if (p == null)
System.out.println("solution found");
// move to next game state
int row = p[0];
int column = p[1];
System.out.println("expanding game state for node at (" + row + ", " + column + ")");
List<Direction> ds = null;
if(remainingOptions.containsKey(new Point(row,column)))
ds = remainingOptions.get(new Point(row,column));
else{
ds = new ArrayList<>();
for(Direction dir : Direction.values()) {
int[] tmp = state.nextIsland(row, column, dir);
if(tmp == null)
continue;
if(state.canBuildBridge(row,column,tmp[0], tmp[1]))
ds.add(dir);
}
remainingOptions.put(new Point(row,column), ds);
}
// if the node can no longer be expanded, and backtracking is not possible we quit
if(ds.isEmpty() && gameTree.isEmpty()){
System.out.println("no valid configuration found");
return;
}
// if the node can no longer be expanded, we need to backtrack
if(ds.isEmpty()){
gameTree.pop();
remainingOptions.remove(new Point(row,column));
System.out.println("going back to previous decision");
continue;
}
Direction dir = ds.remove(0);
System.out.println("connecting " + dir.name());
remainingOptions.put(new Point(row,column), ds);
AddBridgesnextState = new AddBridges(state);
int[] tmp = state.nextIsland(row,column,dir);
nextState.connect(row,column, tmp[0], tmp[1]);
gameTree.push(nextState);
}
}
}
添加桥梁class
public class AddBridges {
private int[][] BRIDGES_TO_BUILD;
private boolean[][] IS_ISLAND;
private Direction[][] BRIDGES_ALREADY_BUILT;
public Land(int[][] bridgesToDo){
BRIDGES_TO_BUILD = copy(bridgesToDo);
int numberRows = bridgesToDo.length;
int numberColumns = bridgesToDo[0].length;
BRIDGES_ALREADY_BUILT = new Direction[numberRows][numberColumns];
IS_ISLAND = new boolean[numberRows][numberColumns];
for(int i=0;i<numberRows;i++) {
for (int j = 0; j < numberColumns; j++) {
BRIDGES_ALREADY_BUILT[i][j] = null;
IS_ISLAND[i][j] = bridgesToDo[i][j] > 0;
}
}
}
public AddBridges (AddBridges other){
BRIDGES_TO_BUILD = copy(other.BRIDGES_TO_BUILD);
int numberRows = BRIDGES_TO_BUILD.length;
int numberColumns = BRIDGES_TO_BUILD[0].length;
BRIDGES_ALREADY_BUILT = new Direction[numberRows][numberColumns];
IS_ISLAND = new boolean[numberRows][numberColumns];
for(int i=0;i<numberRows;i++) {
for (int j = 0; j < numberColumns; j++) {
BRIDGES_ALREADY_BUILT[i][j] = other.BRIDGES_ALREADY_BUILT[i][j];
IS_ISLAND[i][j] = other.IS_ISLAND[i][j];
}
}
}
public int[] next(int r, int c, Direction dir){
int numberRows = BRIDGES_TO_BUILD.length;
int numberColumns = BRIDGES_TO_BUILD[0].length;
// out of bounds
if(r < 0 || r >=numberRows || c < 0 || c >= numberColumns)
return null;
// motion vectors
int[][] motionVector = {{-1, 0},{0,1},{1,0},{0,-1}};
int i = Arrays.asList(Direction.values()).indexOf(dir);
// calculate next
int[] out = new int[]{r + motionVector[i][0], c + motionVector[i][1]};
r = out[0];
c = out[1];
// out of bounds
if(r < 0 || r >=numberRows || c < 0 || c >= numberColumns)
return null;
// return
return out;
}
public int[] nextIsland(int row, int column, Direction dir){
int[] tmp = next(row,column,dir);
if(tmp == null)
return null;
while(!IS_ISLAND[tmp[0]][tmp[1]]){
tmp = next(tmp[0], tmp[1], dir);
if(tmp == null)
return null;
}
return tmp;
}
public boolean canBuildBridge(int row0, int column0, int row1, int column1){
if(row0 == row1 && column0 > column1){
return canBuildBridge(row0, column1, row1, column0);
}
if(column0 == column1 && row0 > row1){
return canBuildBridge(row1, column0, row0, column1);
}
if(row0 == row1){
int[] tmp = nextIsland(row0, column0, Direction.EAST);
if(tmp == null)
return false;
if(tmp[0] != row1 || tmp[1] != column1)
return false;
if(BRIDGES_TO_BUILD[row0][column0] == 0)
return false;
if(BRIDGES_TO_BUILD[row1][column1] == 0)
return false;
for (int i = column0; i <= column1 ; i++) {
if(IS_ISLAND[row0][i])
continue;
if(BRIDGES_ALREADY_BUILT[row0][i] == Direction.NORTH)
return false;
}
}
if(column0 == column1){
int[] tmp = nextIsland(row0, column0, Direction.SOUTH);
if(tmp == null)
return false;
if(tmp[0] != row1 || tmp[1] != column1)
return false;
if(BRIDGES_TO_BUILD[row0][column0] == 0 || BRIDGES_TO_BUILD[row1][column1] == 0)
return false;
for (int i = row0; i <= row1 ; i++) {
if(IS_ISLAND[i][column0])
continue;
if(BRIDGES_ALREADY_BUILT[i][column0] == Direction.EAST)
return false;
}
}
// default
return true;
}
public int[] lowestTodo(){
int R = BRIDGES_TO_BUILD.length;
int C = BRIDGES_TO_BUILD[0].length;
int[] out = {0, 0};
for (int i=0;i<R;i++) {
for (int j = 0; j < C; j++) {
if(BRIDGES_TO_BUILD[i][j] == 0)
continue;
if (BRIDGES_TO_BUILD[out[0]][out[1]] == 0)
out = new int[]{i, j};
if (BRIDGES_TO_BUILD[i][j] < BRIDGES_TO_BUILD[out[0]][out[1]])
out = new int[]{i, j};
}
}
if (BRIDGES_TO_BUILD[out[0]][out[1]] == 0) {
return null;
}
return out;
}
@TargetApi(Build.VERSION_CODES.GINGERBREAD)
private int[][] copy(int[][] other){
int[][] out = new int[other.length][other.length == 0 ? 0 : other[0].length];
for(int r=0;r<other.length;r++)
out[r] = Arrays.copyOf(other[r], other[r].length);
return out;
}
public void connect(int r0, int c0, int r1, int c1){
if(r0 == r1 && c0 > c1){
connect(r0, c1, r1, c0);
return;
}
if(c0 == c1 && r0 > r1){
connect(r1, c0, r0, c1);
return;
}
if(!canBuildBridge(r0, c0, r1, c1))
return;
BRIDGES_TO_BUILD[r0][c0]--;
BRIDGES_TO_BUILD[r1][c1]--;
if(r0 == r1){
for (int i = c0; i <= c1 ; i++) {
if(IS_ISLAND[r0][i])
continue;
BRIDGES_ALREADY_BUILT[r0][i] = Direction.EAST;
}
}
if(c0 == c1){
for (int i = r0; i <= r1 ; i++) {
if(IS_ISLAND[i][c0])
continue;
BRIDGES_ALREADY_BUILT[i][c0] = Direction.NORTH;
}
}
}
}
代码中发生了很多事情,但我注意到的第一件事可能会有所帮助:
// if the node can no longer be expanded, we need to backtrack
if(ds.isEmpty()){
gameTree.pop();
remainingOptions.remove(new Point(row,column));
System.out.println("going back to previous decision");
continue;
}
您从堆栈中弹出,并继续下一个 while(true) 迭代,此时,堆栈上可能没有任何内容,因为您还没有添加任何其他内容。
我同意@Rosa -
移除或查找空堆栈时应出现 EmptyStackException-
======Iteration/State 代码 ======
**if(ds.isEmpty()){** //HashMap isEmpty = true and gameTree.size() = 1
gameTree.pop(); // After removing element gameTree.size() = 0 (no elements in stack to peek or pop)
remainingOptions.remove(new Point(row,column));
System.out.println("going back to previous decision");
continue; //Skip all the instruction below this, continue to next iteration
}
========下一次迭代========
while(true){
AddBridges state = gameTree.peek(); // gameTree.size() = 0 and a peek
操作将失败,程序将 returnEmptyStackException。
需要 isEmpty 检查 -
if(gameTree.isEmpty()){
System.out.println("no valid configuration found");
return;
}
AddBridges state = gameTree.peek();
因为,函数没有执行任何操作,而是 while 循环。如果要处理其他指令,则需要 "break"。
我认为你问题的一部分是问题的根源:"What am I missing here"?单元测试,除非我在你的项目中没有看到它们。
像 "the array generates Random Integers every time the user starts the game, could that cause the Algorithm to brake?" 这样的问题是单元测试存在的原因,还有以下问题:
- 在对未结束的代码段编写测试的过程中 是问题,你会明确地证明他们不是 问题。
- 如果您正在使用的代码无法按原样进行测试,或者 正在"too complex"测试,重写会让你更好 设计师,通常会导致 "I can't believe I didn't see that" 时刻。
- 当您重构此程序(降低复杂性、重命名变量以使其更易于理解等)时,如果出现问题,您会立即收到通知 而且您不必再花一个周末来弄明白。
例如,不是在搜索它的方法中随机化棋盘,而是在其他地方随机化它,然后将它作为参数放入该方法(或放入 class' 构造函数)。这样,您可以使用自己提供的值初始化自己的测试板,并查看是否某些板比其他板工作得更好以及原因。将较大的方法拆分为较小的方法,每个方法都有自己的参数和测试。旨在用较小的确认工作部分制作程序,而不是制作一个巨大的东西,然后想知道问题是你认为的小部分还是其他。
你会在漫长的 运行 中节省很多时间和挫败感,你最终会比那些花几个小时编码然后调试几个小时的人领先。