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Flood fill in C# #1011
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Flood fill in C# #1011
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using System.Linq; | ||
using System.Diagnostics; | ||
using System.Collections.Generic; | ||
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namespace Graphics | ||
{ | ||
abstract class FloodFill | ||
{ | ||
// A simple point on the 2 dimensional integer plane. | ||
private class Point2I | ||
{ | ||
// Coordinates | ||
public int x; | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. It might be a good idea here to consider encapsulating the x and y fields by making them private and exposing them through public properties. This adds a layer of protection and allows for future validation if needed. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I understand that according to Object Oriented Programming principles all variables should have setter and getter functions. For that reason, sometimes I don't really like OOP as it takes simple things and makes them complicated (given that The program that I wrote is supposed to be as simple as possible and easy to understand for a beginner programmer and algorithm enthusiast that would like to make a first contact with the flood fill algorithm in C#. I feel that public int getX() { return x; }
public int getY() { return y; }
public void setX(int x) { this.x = x; }
public void setY(int y) { this.y = y; } would add extra complexity to the program. Although, no problem from my part, I could implement encapsulation for |
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public int y; | ||
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public Point2I(int x, int y) | ||
{ | ||
this.x = x; | ||
this.y = y; | ||
} | ||
} | ||
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// Utility object for comparing List<List<float>> objects. | ||
private class FloatListEqualityComparer : IEqualityComparer<List<float>> | ||
{ | ||
public bool Equals(List<float> one, List<float> two) | ||
{ | ||
return ReferenceEquals(one, two) || one != null && two != null && one.SequenceEqual(two); | ||
} | ||
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public int GetHashCode(List<float> list) | ||
{ | ||
return list.GetHashCode(); | ||
} | ||
} | ||
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private static bool InBounds(Point2I size, Point2I loc) | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. One thing to consider here would be the readability to know what the variables of "siz" and "loc" are trying to convey. It looks as though size is supposed to convey bounds and loc is trying to convey a point. Variable name change suggestion:
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{ | ||
return loc.x >= 0 && loc.y >= 0 && loc.x < size.x && loc.y < size.y; | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. With your functions I notice that you don't handle for errors:
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I won't add in this comment per function but, it is something to consider. |
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} | ||
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private static List<Point2I> FindNeighbors(ref List<List<float>> grid, Point2I loc, float oldValue) | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. In this instance I don't think it is necessary for you to use the ref keyword with: Since you are only reading from the grid and not modifying it, there is no need to use the ref keyword. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I didn't do it for read/write reasons, I did it for passing quickly the data structure into the function in From what I've understood from C#, since the const List<List<float>>& grid in order to avoid copying the entire data structure. Keep in mind that I am using my C++ experience and making some assumptions that the inner mechanisms of C# work in the same way. If what I'm saying is wrong and there is no correspondence between the two languages feel free to correct me. |
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{ | ||
var possibleNeighbors = new List<Point2I> | ||
{ | ||
new Point2I(loc.x, loc.y + 1), | ||
new Point2I(loc.x + 1, loc.y), | ||
new Point2I(loc.x, loc.y - 1), | ||
new Point2I(loc.x - 1, loc.y) | ||
}; | ||
var neighbors = new List<Point2I>(); | ||
var size = new Point2I(grid[0].Count, grid.Count); | ||
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foreach (Point2I possibleNeighbor in possibleNeighbors) | ||
{ | ||
var x = possibleNeighbor.x; | ||
var y = possibleNeighbor.y; | ||
if (!InBounds(size, possibleNeighbor)) { | ||
continue; | ||
} | ||
if (grid[x][y].Equals(oldValue)) { | ||
neighbors.Add(possibleNeighbor); | ||
} | ||
} | ||
return neighbors; | ||
} | ||
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private static void RecursiveFill(ref List<List<float>> grid, Point2I loc, float oldValue, float newValue) | ||
{ | ||
if (oldValue.Equals(newValue)) { | ||
return; | ||
} | ||
grid[loc.x][loc.y] = newValue; | ||
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var possibleNeighbors = FindNeighbors(ref grid, loc, oldValue); | ||
foreach (Point2I possibleNeighbor in possibleNeighbors) { | ||
RecursiveFill(ref grid, possibleNeighbor, oldValue, newValue); | ||
} | ||
} | ||
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private static void QueueFill(ref List<List<float>> grid, Point2I loc, float oldValue, float newValue) | ||
{ | ||
if (oldValue.Equals(newValue)) { | ||
return; | ||
} | ||
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var queue = new Queue<Point2I>(); | ||
queue.Enqueue(loc); | ||
grid[loc.x][loc.y] = newValue; | ||
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while (queue.Count > 0) | ||
{ | ||
var currentLoc = queue.Dequeue(); | ||
var possibleNeighbors = FindNeighbors(ref grid, currentLoc, oldValue); | ||
foreach (Point2I neighbor in possibleNeighbors) | ||
{ | ||
grid[neighbor.x][neighbor.y] = newValue; | ||
queue.Enqueue(neighbor); | ||
} | ||
} | ||
} | ||
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private static void StackFill(ref List<List<float>> grid, Point2I loc, float oldValue, float newValue) | ||
{ | ||
if (oldValue.Equals(newValue)) { | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Would a simple == check not work here? Just curious if we could do something like There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Yes it would, but values are floats and my IDE goes crazy because: |
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return; | ||
} | ||
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var stack = new Stack<Point2I>(); | ||
stack.Push(loc); | ||
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while (stack.Count > 0) | ||
{ | ||
var currentLoc = stack.Pop(); | ||
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var x = currentLoc.x; | ||
var y = currentLoc.y; | ||
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if (grid[x][y].Equals(oldValue)) | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I'd suggest adding a check to see if you are out of bounds here with your x and y. |
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{ | ||
grid[x][y] = newValue; | ||
var possibleNeighbors = FindNeighbors(ref grid, currentLoc, oldValue); | ||
foreach (Point2I neighbor in possibleNeighbors) { | ||
stack.Push(neighbor); | ||
} | ||
} | ||
} | ||
} | ||
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private static void Main(string[] args) | ||
{ | ||
// All neighbouring zeros, adjacent to (1, 1), must be replaced with 3 in the end result. | ||
var grid = new List<List<float>> | ||
{ | ||
new List<float>(){0, 0, 1, 0, 0}, | ||
new List<float>(){0, 0, 1, 0, 0}, | ||
new List<float>(){0, 0, 1, 0, 0}, | ||
new List<float>(){8, 0, 1, 1, 1}, | ||
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new List<float>(){0, 0, 0, 0, 0} | ||
}; | ||
var solutionGrid = new List<List<float>> | ||
{ | ||
new List<float>(){3, 3, 1, 0, 0}, | ||
new List<float>(){3, 3, 1, 0, 0}, | ||
new List<float>(){3, 3, 1, 0, 0}, | ||
new List<float>(){8, 3, 1, 1, 1}, | ||
new List<float>(){3, 3, 3, 3, 3} | ||
}; | ||
var startingPoint = new Point2I(1, 1); | ||
var gridComparator = new FloatListEqualityComparer(); | ||
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var testGrid = new List<List<float>>(grid); | ||
RecursiveFill(ref testGrid, startingPoint, 0, 3); | ||
Debug.Assert(testGrid.SequenceEqual(solutionGrid, gridComparator), "Recursive Flood Fill Failed"); | ||
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testGrid = new List<List<float>>(grid); | ||
QueueFill(ref testGrid, startingPoint, 0, 3); | ||
Debug.Assert(testGrid.SequenceEqual(solutionGrid, gridComparator), "Queue Flood Fill Failed"); | ||
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testGrid = new List<List<float>>(grid); | ||
StackFill(ref testGrid, startingPoint, 0, 3); | ||
Debug.Assert(testGrid.SequenceEqual(solutionGrid, gridComparator), "Stack Flood Fill Failed"); | ||
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} | ||
} | ||
} |
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Hi there 👋
Something else that stood out here is that you are using 2I for naming. It might be good to consider renaming this to be 2D since you are dealing with x and y coordinates.
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Hello, thanks for the feedback.
I had initially named it "2D" but then i remembered how OpenGL uses "
glVertex2f()
" to refer to a vertex (vector) of 2 floats, "glVertex2i
" to refer to a vertex of 2 integers and "glVertex2d
" to refer to a vertex of 2 doubles. Since we're using points with integers, I usedPoint2I
since according to OpenGL (other libraries do it as well) it would mean "Point of two Integers". I understand that at first glance it's confusing, but now that I have given some context I hope that the logic behind it is clear :)It's simply a convention that I stick to personally.