public void CanSortArray(int[] input, int[] expected) { //Act MergeSortClass.MergeSort(input); //Assert Assert.Equal(expected, input); }
public override void cast() { GetNonStaticSegments(); GetRays(); m_lsRays = MergeSortClass.MergeSort(m_lsRays, Vector2.right); m_lsPoints = new List <Vector2>(); GetIntersections(); }
public override void cast() { GetNonStaticSegments(); GetRays(); Vector2 vec = new Vector2(Mathf.Cos((orientation - opening) * Mathf.Deg2Rad), Mathf.Sin((orientation - opening) * Mathf.Deg2Rad)); m_lsRays = MergeSortClass.MergeSort(m_lsRays, vec); m_lsPoints = new List <Vector2>(); GetIntersections(); }
static void Main(string[] args) { var array = new int[] { -1, 5, 7, 1, 100, 80, -20 }; MergeSortClass.MergeSort(array, 0, array.Length - 1); for (int i = 0; i < array.Length; ++i) { Console.Write(array[i] + " "); } Console.ReadKey(); }
private void Update() { GetNonStaticSegments(); GetRays(); Vector2 vec = new Vector2(Mathf.Cos((orientation - opening) * Mathf.Deg2Rad), Mathf.Sin((orientation - opening) * Mathf.Deg2Rad)); m_lsRays = MergeSortClass.MergeSort(m_lsRays, vec); m_lsPoints = new List <Vector2>(); GetIntersections(); m_pcEdgeCollider2D.points = m_lsPoints.ToArray(); }
public void CanSortAnEmptyArray() { //Arrange int[] testArray = new int[0]; int[] expected = new int[0]; //Act MergeSortClass.MergeSort(testArray); //Assert Assert.Equal(expected, testArray); }
public void CanSortAnArrayWithNegativeIntegers() { //Arrange int[] testArray = new int[] { 5, -12, 0, -22, 17, 9, -7 }; int[] expected = new int[] { -22, -12, -7, 0, 5, 9, 17 }; //Act MergeSortClass.MergeSort(testArray); //Assert Assert.Equal(expected, testArray); }
public void CanSortAnArrayOfLengthOne() { //Arrange int[] testArray = new int[] { 5 }; int[] expected = new int[] { 5 }; //Act MergeSortClass.MergeSort(testArray); //Assert Assert.Equal(expected, testArray); }
public List <Point> calcShortestPath(int startX, int startY, int goalX, int goalY) { AStarCell startCell = map.getCell(startX, startY); AStarCell goalCell = map.getCell(goalX, goalY); //Check if the start cell is also an obstacle (if it is, it is impossible to find a path) if (AStarCell.isObstacle(startCell)) { UnityEngine.Debug.Log("start is null"); return(null); } //Check if the goal cell is also an obstacle (if it is, it is impossible to find a path there) if (AStarCell.isObstacle(goalCell)) { UnityEngine.Debug.Log("end is null"); return(null); } startCell.reset(); startCell.setDistanceFromStart(0); closedList.Clear(); openList.Clear(); openList.Add(startCell); //while we haven't reached the goal yet while (openList.Count() != 0) { //get the first Cell from non-searched Cell list, sorted by lowest distance from our goal as guessed by our heuristic AStarCell current = openList[0]; // check if our current Cell location is the goal Cell. If it is, we are done. if (current.getX() == goalX && current.getY() == goalY) { return(reconstructPath(current)); } //move current Cell to the closed (already searched) list openList.Remove(current); closedList.Add(current); //go through all the current Cells neighbors and calculate if one should be our next step foreach (AStarCell neighbor in map.getNeighborList(current)) { bool neighborIsBetter; //if we have already searched this Cell, don't bother and continue to the next one if (closedList.Contains(neighbor)) { continue; } // calculate how long the path is if we choose this neighbor as the next step in the path float neighborDistanceFromStart = (current.getDistanceFromStart() + AStarMap.getDistanceBetween(current, neighbor)); //add neighbor to the open list if it is not there if (!openList.Contains(neighbor)) { neighbor.reset(); openList.Add(neighbor); neighborIsBetter = true; //if neighbor is closer to start it could also be better } else if (neighborDistanceFromStart < current.getDistanceFromStart()) { neighborIsBetter = true; } else { neighborIsBetter = false; } // set neighbors parameters if it is better if (neighborIsBetter) { neighbor.setPreviousCell(current); neighbor.setDistanceFromStart(neighborDistanceFromStart); neighbor.setHeuristicDistanceFromGoal(heuristic.getEstimatedDistanceToGoal( neighbor.getX(), neighbor.getY(), goalCell.getX(), goalCell.getY())); // csharp List.Sort use QuickSort, which is unstable, // but in java implement ArrayList.sort use MergeSort, which is stable, // so here use MergeSort to generate the same result as in java implement MergeSortClass.MergeSort(openList); } } } UnityEngine.Debug.Log("path is null"); return(null); }