From 5b03f86cee7550a9baad4d96abb4fa3e44deaf10 Mon Sep 17 00:00:00 2001 From: Alexandre Tolstenko Nogueira Date: Sat, 28 Sep 2024 12:21:19 -0400 Subject: [PATCH] fix: escaping <> tag --- .../assignments/maze/maze-datastructure.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/docs/artificialintelligence/assignments/maze/maze-datastructure.md b/docs/artificialintelligence/assignments/maze/maze-datastructure.md index e4ce95c3..9ebc4c3a 100644 --- a/docs/artificialintelligence/assignments/maze/maze-datastructure.md +++ b/docs/artificialintelligence/assignments/maze/maze-datastructure.md @@ -175,7 +175,7 @@ struct RoomRegistry { }; ``` -Before going deep into how can we address the indexes for the walls, you need to know vector are not common vectors where each element returns a reference to a bool. Instead, it returns a proxy object that behaves like a bool. This is because the standard vector is a specialization of the vector class that is optimized for space efficiency. +Before going deep into how can we address the indexes for the walls, you need to know `vector` are not common vectors where each element returns a reference to a bool. Instead, it returns a proxy object that behaves like a bool. This is because the standard `vector` is a specialization of the vector class that is optimized for space efficiency. ```c++ // Example of how vector works @@ -191,7 +191,7 @@ stuct vector { ![img_1.png](img_1.png) -Now we have a way to address bits directly using vector, but you need to remember that for an X x Y grid, we will need X+1 vertical walls and Y+1 horizontal walls. Check the following example below for a 2x2 grid: +Now we have a way to address bits directly using `vector`, but you need to remember that for an X x Y grid, we will need X+1 vertical walls and Y+1 horizontal walls. Check the following example below for a 2x2 grid: ``` _ _ @@ -201,7 +201,7 @@ Now we have a way to address bits directly using vector, but you need to r So we will need 3 vertical walls and 3 horizontal walls. -Now, we reached to the next issue. How can we address the walls in the std::vector? We will need to change our point of view from addressing Rooms at position (X,Y) to WallIntersections. Every intersection will be 2 bits to represent vertical and horizontal walls. +Now, we reached to the next issue. How can we address the walls in the `std::vector`? We will need to change our point of view from addressing Rooms at position (X,Y) to WallIntersections. Every intersection will be 2 bits to represent vertical and horizontal walls. ``` _ _ @@ -277,4 +277,4 @@ struct RoomRegistry { ## Conclusion -Now we are using the most memory efficient way to represent a dense maze. We learned matrix flattening, bit index addressing, data layout, and discovered why vector is a bit different from other vectors. \ No newline at end of file +Now we are using the most memory efficient way to represent a dense maze. We learned matrix flattening, bit index addressing, data layout, and discovered why `vector` is a bit different from other vectors. \ No newline at end of file