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- //
- // 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.
- //
- // *************************************************************
- // * A NOTE ABOUT THIS EXERCISE *
- // * *
- // * You do NOT have to read and understand every bit of this *
- // * program. This is a very big example. Feel free to skim *
- // * through it and then just focus on the few parts that are *
- // * actually broken! *
- // * *
- // *************************************************************
- //
- 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.
- fn printMe(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 (shorter 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, 0..) |*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?)
- // Note: you do not need to fix anything here.
- 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 {
- // We convert the usize length to a u8 with @intCast(), a
- // builtin function just like @import(). We'll learn about
- // these properly in a later exercise.
- var i: u8 = @intCast(trip.len);
- while (i > 0) {
- i -= 1;
- if (trip[i] == null) continue;
- trip[i].?.printMe();
- }
- 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!)
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