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Added epic ex058 - quiz 7

Dave Gauer 4 years ago
parent
commit
8ebc7009c1
3 changed files with 477 additions and 0 deletions
  1. 5 0
      build.zig
  2. 458 0
      exercises/058_quiz7.zig
  3. 14 0
      patches/patches/058_quiz7.patch

+ 5 - 0
build.zig

@@ -297,6 +297,11 @@ const exercises = [_]Exercise{
         .main_file = "057_unions3.zig",
         .output = "Insect report! Ant alive is: true. Bee visited 17 flowers.",
     },
+    .{
+        .main_file = "058_quiz7.zig",
+        .output = "Archer's Point--2->Bridge--1->Dogwood Grove--3->Cottage--2->East Pond--1->Fox Pond",
+        .hint = "This is the biggest program we've seen yet. But you can do it!"
+    },
 };
 
 /// Check the zig version to make sure it can compile the examples properly.

+ 458 - 0
exercises/058_quiz7.zig

@@ -0,0 +1,458 @@
+//
+// We've absorbed a lot of information about the variations of types
+// we can use in Zig. Roughly, in order we have:
+//
+//                          u8  single item
+//                         *u8  single-item pointer
+//                        []u8  slice (size known at runtime)
+//                       [5]u8  array of 5 u8s
+//                       [*]u8  many-item pointer (zero or more)
+//                 enum {a, b}  set of unique values a and b
+//                error {e, f}  set of unique error values e and f
+//      struct {y: u8, z: i32}  group of values y and z
+// union(enum) {a: u8, b: i32}  single value either u8 or i32
+//
+// Values of any of the above types can be assigned as "var" or "const"
+// to allow or disallow changes (mutability) via the assigned name:
+//
+//     const a: u8 = 5; // immutable
+//       var b: u8 = 5; //   mutable
+//
+// We can also make error unions or optional types from any of
+// the above:
+//
+//     var a: E!u8 = 5; // can be u8 or error from set E
+//     var b: ?u8 = 5;  // can be u8 or null
+//
+// Knowing all of this, maybe we can help out a local hermit. He made
+// a little Zig program to help him plan his trips through the woods,
+// but it has some mistakes.
+//
+const print = @import("std").debug.print;
+
+// The grue is a nod to Zork.
+const TripError = error{ Unreachable, EatenByAGrue };
+
+// Let's start with the Places on the map. Each has a name and a
+// distance or difficulty of travel (as judged by the hermit).
+//
+// Note that we declare the places as mutable (var) because we need to
+// assign the paths later. And why is that? Because paths contain
+// pointers to places and assigning them now would create a dependency
+// loop!
+const Place = struct {
+    name: []const u8,
+    paths: []const Path = undefined,
+};
+
+var a = Place{ .name = "Archer's Point" };
+var b = Place{ .name = "Bridge" };
+var c = Place{ .name = "Cottage" };
+var d = Place{ .name = "Dogwood Grove" };
+var e = Place{ .name = "East Pond" };
+var f = Place{ .name = "Fox Pond" };
+
+//           The hermit's hand-drawn ASCII map
+//  +---------------------------------------------------+
+//  |         * Archer's Point                ~~~~      |
+//  | ~~~                              ~~~~~~~~         |
+//  |   ~~~| |~~~~~~~~~~~~      ~~~~~~~                 |
+//  |         Bridge     ~~~~~~~~                       |
+//  |  ^             ^                           ^      |
+//  |     ^ ^                      / \                  |
+//  |    ^     ^  ^       ^        |_| Cottage          |
+//  |   Dogwood Grove                                   |
+//  |                  ^     <boat>                     |
+//  |  ^  ^  ^  ^          ~~~~~~~~~~~~~    ^   ^       |
+//  |      ^             ~~ East Pond ~~~               |
+//  |    ^    ^   ^       ~~~~~~~~~~~~~~                |
+//  |                           ~~          ^           |
+//  |           ^            ~~~ <-- short waterfall    |
+//  |   ^                 ~~~~~                         |
+//  |            ~~~~~~~~~~~~~~~~~                      |
+//  |          ~~~~ Fox Pond ~~~~~~~    ^         ^     |
+//  |      ^     ~~~~~~~~~~~~~~~           ^ ^          |
+//  |                ~~~~~                              |
+//  +---------------------------------------------------+
+//
+// We'll be reserving memory in our program based on the number of
+// places on the map. Note that we do not have to specify the type of
+// this value because we don't actually use it in our program once
+// it's compiled! (Don't worry if this doesn't make sense yet.)
+const place_count = 6;
+
+// Now let's create all of the paths between sites. A path goes from
+// one place to another and has a distance.
+const Path = struct {
+    from: *const Place,
+    to: *const Place,
+    dist: u8,
+};
+
+// By the way, if the following code seems like a lot of tedious
+// manual labor, you're right! One of Zig's killer features is letting
+// us write code that runs at compile time to "automate" repetitive
+// code (much like macros in other languages), but we haven't learned
+// how to do that yet!
+const a_paths = [_]Path{
+    Path{
+        .from = &a, // from: Archer's Point
+        .to = &b,   //   to: Bridge
+        .dist = 2,
+    },
+};
+
+const b_paths = [_]Path{
+    Path{
+        .from = &b, // from: Bridge
+        .to = &a,   //   to: Archer's Point
+        .dist = 2,
+    },
+    Path{
+        .from = &b, // from: Bridge
+        .to = &d,   //   to: Dogwood Grove
+        .dist = 1,
+    },
+};
+
+const c_paths = [_]Path{
+    Path{
+        .from = &c, // from: Cottage
+        .to = &d,   //   to: Dogwood Grove
+        .dist = 3,
+    },
+    Path{
+        .from = &c, // from: Cottage
+        .to = &e,   //   to: East Pond
+        .dist = 2,
+    },
+};
+
+const d_paths = [_]Path{
+    Path{
+        .from = &d, // from: Dogwood Grove
+        .to = &b,   //   to: Bridge
+        .dist = 1,
+    },
+    Path{
+        .from = &d, // from: Dogwood Grove
+        .to = &c,   //   to: Cottage
+        .dist = 3,
+    },
+    Path{
+        .from = &d, // from: Dogwood Grove
+        .to = &f,   //   to: Fox Pond
+        .dist = 7,
+    },
+};
+
+const e_paths = [_]Path{
+    Path{
+        .from = &e, // from: East Pond
+        .to = &c,   //   to: Cottage
+        .dist = 2,
+    },
+    Path{
+        .from = &e, // from: East Pond
+        .to = &f,   //   to: Fox Pond
+        .dist = 1,  // (one-way down a short waterfall!)
+    },
+};
+
+const f_paths = [_]Path{
+    Path{
+        .from = &f, // from: Fox Pond
+        .to = &d,   //   to: Dogwood Grove
+        .dist = 7,
+    },
+};
+
+// Once we've plotted the best course through the woods, we'll make a
+// "trip" out of it. A trip is a series of Places connected by Paths.
+// We use a TripItem union to allow both Places and Paths to be in the
+// same array.
+const TripItem = union(enum) {
+    place: *const Place,
+    path: *const Path,
+
+    // This is a little helper function to print the two different
+    // types of item correctly. Note how this "print()" is namespaced
+    // to the TripItem union and doesn't interfere with calling the
+    // "print()" from the standard library we imported at the top of
+    // this program.
+    fn print(self: TripItem) void {
+        switch (self) {
+            // Oops! The hermit forgot how to capture the union values
+            // in a switch statement. Please capture both values as
+            // 'p' so the print statements work!
+            .place => print("{s}", .{p.name}),
+            .path => print("--{}->", .{p.dist}),
+        }
+    }
+};
+
+// The Hermit's Notebook is where all the magic happens. A notebook
+// entry is a Place discovered on the map along with the Path taken to
+// get there and the distance to reach it from the start point. If we
+// find a better Path to reach a Place (lower distance), we update the
+// entry. Entries also serve as a "todo" list which is how we keep
+// track of which paths to explore next.
+const NotebookEntry = struct {
+    place: *const Place,
+    coming_from: ?*const Place,
+    via_path: ?*const Path,
+    dist_to_reach: u16,
+};
+
+// +------------------------------------------------+
+// |              ~ Hermit's Notebook ~             |
+// +---+----------------+----------------+----------+
+// |   |      Place     |      From      | Distance |
+// +---+----------------+----------------+----------+
+// | 0 | Archer's Point | null           |        0 |
+// | 1 | Bridge         | Archer's Point |        2 | < next_entry
+// | 2 | Dogwood Grove  | Bridge         |        1 |
+// | 3 |                |                |          | < end_of_entries
+// |                      ...                       |
+// +---+----------------+----------------+----------+
+//
+const HermitsNotebook = struct {
+    // Remember the array repetition operator `**`? It is no mere
+    // novelty, it's also a great way to assign multiple items in an
+    // array without having to list them one by one. Here we use it to
+    // initialize an array with null values.
+    entries: [place_count]?NotebookEntry = .{null} ** place_count,
+
+    // The next entry keeps track of where we are in our "todo" list.
+    next_entry: u8 = 0,
+
+    // Mark the start of empty space in the notebook.
+    end_of_entries: u8 = 0,
+
+    // We'll often want to find an entry by Place. If one is not
+    // found, we return null.
+    fn getEntry(self: *HermitsNotebook, place: *const Place) ?*NotebookEntry {
+        for (self.entries) |*entry, i| {
+            if (i >= self.end_of_entries) break;
+
+            // Here's where the hermit got stuck. We need to return
+            // an optional pointer to a NotebookEntry.
+            //
+            // What we have with "entry" is the opposite: a pointer to
+            // an optional NotebookEntry!
+            //
+            // To get one from the other, we need to dereference
+            // "entry" (with .*) and get the non-null value from the
+            // optional (with .?) and return the address of that. The
+            // if statement provides some clues about how the
+            // dereference and optional value "unwrapping" look
+            // together. Remember that you return the address with the
+            // "&" operator.
+            if (place == entry.*.?.place) return entry;
+            // Try to make your answer this long:__________;
+        }
+        return null;
+    }
+
+    // The checkNote() method is the beating heart of the magical
+    // notebook. Given a new note in the form of a NotebookEntry
+    // struct, we check to see if we already have an entry for the
+    // note's Place.
+    //
+    // If we DON'T, we'll add the entry to the end of the notebook
+    // along with the Path taken and distance.
+    //
+    // If we DO, we check to see if the path is "better" (shorter
+    // distance) than the one we'd noted before. If it is, we
+    // overwrite the old entry with the new one.
+    fn checkNote(self: *HermitsNotebook, note: NotebookEntry) void {
+        var existing_entry = self.getEntry(note.place);
+
+        if (existing_entry == null) {
+            self.entries[self.end_of_entries] = note;
+            self.end_of_entries += 1;
+        } else if (note.dist_to_reach < existing_entry.?.dist_to_reach) {
+            existing_entry.?.* = note;
+        }
+    }
+
+    // The next two methods allow us to use the notebook as a "todo"
+    // list.
+    fn hasNextEntry(self: *HermitsNotebook) bool {
+        return self.next_entry < self.end_of_entries;
+    }
+
+    fn getNextEntry(self: *HermitsNotebook) *const NotebookEntry {
+        defer self.next_entry += 1; // Increment after getting entry
+        return &self.entries[self.next_entry].?;
+    }
+
+    // After we've completed our search of the map, we'll have
+    // computed the shortest Path to every Place. To collect the
+    // complete trip from the start to the destination, we need to
+    // walk backwards from the destination's notebook entry, following
+    // the coming_from pointers back to the start. What we end up with
+    // is an array of TripItems with our trip in reverse order.
+    //
+    // We need to take the trip array as a parameter because we want
+    // the main() function to "own" the array memory. What do you
+    // suppose could happen if we allocated the array in this
+    // function's stack frame (the space allocated for a function's
+    // "local" data) and returned a pointer or slice to it?
+    //
+    // Looks like the hermit forgot something in the return value of
+    // this function. What could that be?
+    fn getTripTo(self: *HermitsNotebook, trip: []?TripItem, dest: *Place) void {
+        // We start at the destination entry.
+        const destination_entry = self.getEntry(dest);
+
+        // This function needs to return an error if the requested
+        // destination was never reached. (This can't actually happen
+        // in our map since every Place is reachable by every other
+        // Place.)
+        if (destination_entry == null) {
+            return TripError.Unreachable;
+        }
+
+        // Variables hold the entry we're currently examining and an
+        // index to keep track of where we're appending trip items.
+        var current_entry = destination_entry.?;
+        var i: u8 = 0;
+
+        // At the end of each looping, a continue expression increments
+        // our index. Can you see why we need to increment by two?
+        while (true) : (i += 2) {
+            trip[i] = TripItem{ .place = current_entry.place };
+
+            // An entry "coming from" nowhere means we've reached the
+            // start, so we're done.
+            if (current_entry.coming_from == null) break;
+
+            // Otherwise, entries have a path.
+            trip[i + 1] = TripItem{ .path = current_entry.via_path.? };
+
+            // Now we follow the entry we're "coming from".  If we
+            // aren't able to find the entry we're "coming from" by
+            // Place, something has gone horribly wrong with our
+            // program! (This really shouldn't ever happen. Have you
+            // checked for grues?)
+            const previous_entry = self.getEntry(current_entry.coming_from.?);
+            if (previous_entry == null) return TripError.EatenByAGrue;
+            current_entry = previous_entry.?;
+        }
+    }
+};
+
+pub fn main() void {
+    // Here's where the hermit decides where he would like to go. Once
+    // you get the program working, try some different Places on the
+    // map!
+    const start = &a;        // Archer's Point
+    const destination = &f;  // Fox Pond
+
+    // Store each Path array as a slice in each Place. As mentioned
+    // above, we needed to delay making these references to avoid
+    // creating a dependency loop when the compiler is trying to
+    // figure out how to allocate space for each item.
+    a.paths = a_paths[0..];
+    b.paths = b_paths[0..];
+    c.paths = c_paths[0..];
+    d.paths = d_paths[0..];
+    e.paths = e_paths[0..];
+    f.paths = f_paths[0..];
+
+    // Now we create an instance of the notebook and add the first
+    // "start" entry. Note the null values. Read the comments for the
+    // checkNote() method above to see how this entry gets added to
+    // the notebook.
+    var notebook = HermitsNotebook{};
+    var working_note = NotebookEntry{
+        .place = start,
+        .coming_from = null,
+        .via_path = null,
+        .dist_to_reach = 0,
+    };
+    notebook.checkNote(working_note);
+
+    // Get the next entry from the notebook (the first being the
+    // "start" entry we just added) until we run out, at which point
+    // we'll have checked every reachable Place.
+    while (notebook.hasNextEntry()) {
+        var place_entry = notebook.getNextEntry();
+
+        // For every Path that leads FROM the current Place, create a
+        // new note (in the form of a NotebookEntry) with the
+        // destination Place and the total distance from the start to
+        // reach that place. Again, read the comments for the
+        // checkNote() method to see how this works.
+        for (place_entry.place.paths) |*path| {
+            working_note = NotebookEntry{
+                .place = path.to,
+                .coming_from = place_entry.place,
+                .via_path = path,
+                .dist_to_reach = place_entry.dist_to_reach + path.dist,
+            };
+            notebook.checkNote(working_note);
+        }
+    }
+
+    // Once the loop above is complete, we've calculated the shortest
+    // path to every reachable Place! What we need to do now is set
+    // aside memory for the trip and have the hermit's notebook fill
+    // in the trip from the destination back to the path. Note that
+    // this is the first time we've actually used the destination!
+    var trip = [_]?TripItem{null} ** (place_count * 2);
+
+    notebook.getTripTo(trip[0..], destination) catch |err| {
+        print("Oh no! {}\n", .{err});
+        return;
+    };
+
+    // Print the trip with a little helper function below.
+    printTrip(trip[0..]);
+}
+
+// Remember that trips will be a series of alternating TripItems
+// containing a Place or Path from the destination back to the start.
+// The remaining space in the trip array will contain null values, so
+// we need to loop through the items in reverse, skipping nulls, until
+// we reach the destination at the front of the array.
+fn printTrip(trip: []?TripItem) void {
+    var i: u8 = @intCast(u8, trip.len); // convert usize length
+
+    while (i > 0) {
+        i -= 1;
+        if (trip[i] == null) continue;
+        trip[i].?.print();
+    }
+
+    print("\n", .{});
+}
+
+// Going deeper:
+//
+// In computer science terms, our map places are "nodes" or "vertices" and
+// the paths are "edges". Together, they form a "weighted, directed
+// graph". It is "weighted" because each path has a distance (also
+// known as a "cost"). It is "directed" because each path goes FROM
+// one place TO another place (undirected graphs allow you to travel
+// on an edge in either direction).
+//
+// Since we append new notebook entries at the end of the list and
+// then explore each sequentially from the beginning (like a "todo"
+// list), we are treating the notebook as a "First In, First Out"
+// (FIFO) queue.
+//
+// Since we examine all closest paths first before trying further ones
+// (thanks to the "todo" queue), we are performing a "Breadth-First
+// Search" (BFS). By tracking "lowest cost" paths, we can also say
+// that we're performing a "least-cost search".
+//
+// Even more specifically, the Hermit's Notebook most closely
+// resembles the Shortest Path Faster Algorithm (SPFA), attributed to
+// Edward F. Moore. By replacing our simple FIFO queue with a
+// "priority queue", we would basically have Dijkstra's algorithm. A
+// priority queue retrieves items sorted by "weight" (in our case, it
+// would keep the paths with the shortest distance at the front of the
+// queue). Dijkstra's algorithm is more efficient because longer paths
+// can be eliminated more quickly. (Work it out on paper to see why!)

+ 14 - 0
patches/patches/058_quiz7.patch

@@ -0,0 +1,14 @@
+188,189c188,189
+<             .place => print("{s}", .{p.name}),
+<             .path => print("--{}->", .{p.dist}),
+---
+>             .place => |p| print("{s}", .{p.name}),
+>             .path => |p| print("--{}->", .{p.dist}),
+251c251
+<             if (place == entry.*.?.place) return entry;
+---
+>             if (place == entry.*.?.place) return &entry.*.?;
+305c305
+<     fn getTripTo(self: *HermitsNotebook, trip: []?TripItem, dest: *Place) void {
+---
+>     fn getTripTo(self: *HermitsNotebook, trip: []?TripItem, dest: *Place) TripError!void {