Re: Sparse Matrix

From:
Mark <mnbayazit@gmail.com>
Newsgroups:
comp.lang.c++
Date:
Fri, 4 Jan 2008 15:57:36 -0800 (PST)
Message-ID:
<41ac5980-5547-48c2-8bc6-23cab9b8cb3e@s12g2000prg.googlegroups.com>
On Dec 23 2007, 8:18 pm, "Jim Langston" <tazmas...@rocketmail.com>
wrote:

Mark wrote:

I'm trying to figure out the best way to go about doing this.
I have a "map" for a game, which I'd like to store in a matrix. Some
cells will be empty (NULL), and some will hold objects.
I need a matrix so that I can quickly find neighboring cells.
However, when create this map, I don't know what size it is going to
be, so it needs to be expandable. I also don't know which direction
it's going to grow in, so starting at [0][0] and expanding as
necessary won't work either, because I may later need to use [-1][0].
I don't really care if the indices are re-written if I try to access a
negative index. (ie, if I try to insert something into [-1][0], if it
increased all the indices by 1 so it didn't have a negative index,
that would be fine).
I just need something that's simple to implement, and preferably has
little overhead. I was contemplating using something like
std::vector<vector<myClass> > but that wouldn't fill the negative
index requirement, would it? Are there any other suggestions?


std::vector<std::vector<cMyClass> > would work as long as you consider that
0,0 could actually be 1,2 or such. In which case I'd probably wrap the
std::vector in a class.

Something like this although I just threw this together and you should
probably check for the size in operator() and add if you want etc...

#include <string>
#include <iostream>
#include <vector>

class Cell
{
public:
    int SomeData;

};

class GameMapClass
{
public:
    typedef std::vector< std::vector< Cell > > MapDataType;
    GameMapClass( int MinCol, int MinRow, int MaxCol, int MaxRow ):
MinCol_( MinCol ), MaxCol_( MaxCol ),
                                                        MinRow_( MinRow ),
MaxRow_( MaxRow )
    {
        std::vector<Cell> Row( MaxCol_ - MinCol_ + 1 );
        for ( int i = MinRow; i < MaxRow + 1; ++i )
        {
            Data_.push_back( Row );
        }
    }

    Cell& operator()( int Col, int Row )
    {
        return Data_[Row - MinRow_][Col - MinCol_];
    }

    void Dump()
    {
        for ( std::vector< std::vector<Cell> >::iterator Rit =
Data_.begin(); Rit != Data_.end(); ++Rit )
        {
            for ( std::vector<Cell>::iterator Cit = Rit->begin(); Cit !=
Rit->end(); ++Cit )
            {
                std::cout << Cit->SomeData << " ";
            }
            std::cout << "\n";
        }
    }
private:
    MapDataType Data_;
    int MinRow_;
    int MaxRow_;
    int MinCol_;
    int MaxCol_;

};

int main()
{
    int MapMinRow = -2;
    int MapMinCol = -4;
    int MapMaxRow = 10;
    int MapMaxCol = 12;

    GameMapClass GameMap( MapMinCol, MapMinRow, MapMaxCol, MapMaxRow );
    for ( int Row = MapMinRow; Row <= MapMaxRow; ++Row )
        for ( int Col = MapMinCol; Col <= MapMaxCol; ++Col )
        {
            GameMap( Col, Row ).SomeData = Col;
        }
    GameMap.Dump();
    std::cout << "\n";
    GameMap(0, 0).SomeData = 999;
    GameMap.Dump();

}

--
Jim Langston
tazmas...@rocketmail.com


Thank you for going through the trouble of writing all that out! I
think something like this would probably be the best approach for me.

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