461 lines
18 KiB
Zig
461 lines
18 KiB
Zig
//
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// We've absorbed a lot of information about the variations of types
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// we can use in Zig. Roughly, in order we have:
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//
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// u8 single item
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// *u8 single-item pointer
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// []u8 slice (size known at runtime)
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// [5]u8 array of 5 u8s
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// [*]u8 many-item pointer (zero or more)
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// enum {a, b} set of unique values a and b
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// error {e, f} set of unique error values e and f
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// struct {y: u8, z: i32} group of values y and z
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// union(enum) {a: u8, b: i32} single value either u8 or i32
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//
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// Values of any of the above types can be assigned as "var" or "const"
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// to allow or disallow changes (mutability) via the assigned name:
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//
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// const a: u8 = 5; // immutable
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// var b: u8 = 5; // mutable
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//
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// We can also make error unions or optional types from any of
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// the above:
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//
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// var a: E!u8 = 5; // can be u8 or error from set E
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// var b: ?u8 = 5; // can be u8 or null
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//
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// Knowing all of this, maybe we can help out a local hermit. He made
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// a little Zig program to help him plan his trips through the woods,
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// but it has some mistakes.
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//
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const print = @import("std").debug.print;
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// The grue is a nod to Zork.
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const TripError = error{ Unreachable, EatenByAGrue };
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// Let's start with the Places on the map. Each has a name and a
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// distance or difficulty of travel (as judged by the hermit).
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//
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// Note that we declare the places as mutable (var) because we need to
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// assign the paths later. And why is that? Because paths contain
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// pointers to places and assigning them now would create a dependency
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// loop!
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const Place = struct {
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name: []const u8,
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paths: []const Path = undefined,
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};
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var a = Place{ .name = "Archer's Point" };
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var b = Place{ .name = "Bridge" };
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var c = Place{ .name = "Cottage" };
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var d = Place{ .name = "Dogwood Grove" };
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var e = Place{ .name = "East Pond" };
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var f = Place{ .name = "Fox Pond" };
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// The hermit's hand-drawn ASCII map
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// +---------------------------------------------------+
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// | * Archer's Point ~~~~ |
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// | ~~~ ~~~~~~~~ |
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// | ~~~| |~~~~~~~~~~~~ ~~~~~~~ |
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// | Bridge ~~~~~~~~ |
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// | ^ ^ ^ |
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// | ^ ^ / \ |
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// | ^ ^ ^ ^ |_| Cottage |
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// | Dogwood Grove |
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// | ^ <boat> |
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// | ^ ^ ^ ^ ~~~~~~~~~~~~~ ^ ^ |
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// | ^ ~~ East Pond ~~~ |
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// | ^ ^ ^ ~~~~~~~~~~~~~~ |
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// | ~~ ^ |
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// | ^ ~~~ <-- short waterfall |
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// | ^ ~~~~~ |
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// | ~~~~~~~~~~~~~~~~~ |
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// | ~~~~ Fox Pond ~~~~~~~ ^ ^ |
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// | ^ ~~~~~~~~~~~~~~~ ^ ^ |
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// | ~~~~~ |
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// +---------------------------------------------------+
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//
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// We'll be reserving memory in our program based on the number of
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// places on the map. Note that we do not have to specify the type of
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// this value because we don't actually use it in our program once
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// it's compiled! (Don't worry if this doesn't make sense yet.)
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const place_count = 6;
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// Now let's create all of the paths between sites. A path goes from
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// one place to another and has a distance.
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const Path = struct {
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from: *const Place,
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to: *const Place,
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dist: u8,
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};
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// By the way, if the following code seems like a lot of tedious
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// manual labor, you're right! One of Zig's killer features is letting
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// us write code that runs at compile time to "automate" repetitive
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// code (much like macros in other languages), but we haven't learned
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// how to do that yet!
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const a_paths = [_]Path{
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Path{
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.from = &a, // from: Archer's Point
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.to = &b, // to: Bridge
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.dist = 2,
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},
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};
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const b_paths = [_]Path{
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Path{
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.from = &b, // from: Bridge
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.to = &a, // to: Archer's Point
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.dist = 2,
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},
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Path{
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.from = &b, // from: Bridge
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.to = &d, // to: Dogwood Grove
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.dist = 1,
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},
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};
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const c_paths = [_]Path{
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Path{
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.from = &c, // from: Cottage
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.to = &d, // to: Dogwood Grove
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.dist = 3,
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},
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Path{
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.from = &c, // from: Cottage
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.to = &e, // to: East Pond
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.dist = 2,
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},
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};
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const d_paths = [_]Path{
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Path{
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.from = &d, // from: Dogwood Grove
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.to = &b, // to: Bridge
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.dist = 1,
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},
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Path{
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.from = &d, // from: Dogwood Grove
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.to = &c, // to: Cottage
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.dist = 3,
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},
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Path{
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.from = &d, // from: Dogwood Grove
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.to = &f, // to: Fox Pond
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.dist = 7,
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},
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};
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const e_paths = [_]Path{
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Path{
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.from = &e, // from: East Pond
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.to = &c, // to: Cottage
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.dist = 2,
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},
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Path{
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.from = &e, // from: East Pond
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.to = &f, // to: Fox Pond
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.dist = 1, // (one-way down a short waterfall!)
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},
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};
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const f_paths = [_]Path{
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Path{
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.from = &f, // from: Fox Pond
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.to = &d, // to: Dogwood Grove
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.dist = 7,
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},
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};
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// Once we've plotted the best course through the woods, we'll make a
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// "trip" out of it. A trip is a series of Places connected by Paths.
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// We use a TripItem union to allow both Places and Paths to be in the
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// same array.
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const TripItem = union(enum) {
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place: *const Place,
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path: *const Path,
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// This is a little helper function to print the two different
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// types of item correctly.
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fn printMe(self: TripItem) void {
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switch (self) {
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// Oops! The hermit forgot how to capture the union values
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// in a switch statement. Please capture both values as
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// 'p' so the print statements work!
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.place => print("{s}", .{p.name}),
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.path => print("--{}->", .{p.dist}),
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}
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}
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};
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// The Hermit's Notebook is where all the magic happens. A notebook
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// entry is a Place discovered on the map along with the Path taken to
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// get there and the distance to reach it from the start point. If we
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// find a better Path to reach a Place (lower distance), we update the
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// entry. Entries also serve as a "todo" list which is how we keep
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// track of which paths to explore next.
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const NotebookEntry = struct {
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place: *const Place,
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coming_from: ?*const Place,
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via_path: ?*const Path,
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dist_to_reach: u16,
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};
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// +------------------------------------------------+
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// | ~ Hermit's Notebook ~ |
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// +---+----------------+----------------+----------+
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// | | Place | From | Distance |
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// +---+----------------+----------------+----------+
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// | 0 | Archer's Point | null | 0 |
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// | 1 | Bridge | Archer's Point | 2 | < next_entry
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// | 2 | Dogwood Grove | Bridge | 1 |
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// | 3 | | | | < end_of_entries
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// | ... |
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// +---+----------------+----------------+----------+
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//
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const HermitsNotebook = struct {
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// Remember the array repetition operator `**`? It is no mere
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// novelty, it's also a great way to assign multiple items in an
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// array without having to list them one by one. Here we use it to
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// initialize an array with null values.
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entries: [place_count]?NotebookEntry = .{null} ** place_count,
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// The next entry keeps track of where we are in our "todo" list.
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next_entry: u8 = 0,
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// Mark the start of empty space in the notebook.
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end_of_entries: u8 = 0,
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// We'll often want to find an entry by Place. If one is not
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// found, we return null.
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fn getEntry(self: *HermitsNotebook, place: *const Place) ?*NotebookEntry {
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for (self.entries) |*entry, i| {
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if (i >= self.end_of_entries) break;
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// Here's where the hermit got stuck. We need to return
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// an optional pointer to a NotebookEntry.
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//
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// What we have with "entry" is the opposite: a pointer to
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// an optional NotebookEntry!
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//
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// To get one from the other, we need to dereference
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// "entry" (with .*) and get the non-null value from the
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// optional (with .?) and return the address of that. The
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// if statement provides some clues about how the
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// dereference and optional value "unwrapping" look
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// together. Remember that you return the address with the
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// "&" operator.
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if (place == entry.*.?.place) return entry;
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// Try to make your answer this long:__________;
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}
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return null;
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}
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// The checkNote() method is the beating heart of the magical
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// notebook. Given a new note in the form of a NotebookEntry
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// struct, we check to see if we already have an entry for the
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// note's Place.
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//
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// If we DON'T, we'll add the entry to the end of the notebook
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// along with the Path taken and distance.
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//
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// If we DO, we check to see if the path is "better" (shorter
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// distance) than the one we'd noted before. If it is, we
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// overwrite the old entry with the new one.
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fn checkNote(self: *HermitsNotebook, note: NotebookEntry) void {
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var existing_entry = self.getEntry(note.place);
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if (existing_entry == null) {
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self.entries[self.end_of_entries] = note;
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self.end_of_entries += 1;
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} else if (note.dist_to_reach < existing_entry.?.dist_to_reach) {
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existing_entry.?.* = note;
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}
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}
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// The next two methods allow us to use the notebook as a "todo"
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// list.
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fn hasNextEntry(self: *HermitsNotebook) bool {
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return self.next_entry < self.end_of_entries;
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}
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fn getNextEntry(self: *HermitsNotebook) *const NotebookEntry {
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defer self.next_entry += 1; // Increment after getting entry
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return &self.entries[self.next_entry].?;
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}
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// After we've completed our search of the map, we'll have
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// computed the shortest Path to every Place. To collect the
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// complete trip from the start to the destination, we need to
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// walk backwards from the destination's notebook entry, following
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// the coming_from pointers back to the start. What we end up with
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// is an array of TripItems with our trip in reverse order.
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//
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// We need to take the trip array as a parameter because we want
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// the main() function to "own" the array memory. What do you
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// suppose could happen if we allocated the array in this
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// function's stack frame (the space allocated for a function's
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// "local" data) and returned a pointer or slice to it?
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//
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// Looks like the hermit forgot something in the return value of
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// this function. What could that be?
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fn getTripTo(self: *HermitsNotebook, trip: []?TripItem, dest: *Place) void {
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// We start at the destination entry.
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const destination_entry = self.getEntry(dest);
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// This function needs to return an error if the requested
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// destination was never reached. (This can't actually happen
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// in our map since every Place is reachable by every other
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// Place.)
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if (destination_entry == null) {
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return TripError.Unreachable;
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}
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// Variables hold the entry we're currently examining and an
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// index to keep track of where we're appending trip items.
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var current_entry = destination_entry.?;
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var i: u8 = 0;
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// At the end of each looping, a continue expression increments
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// our index. Can you see why we need to increment by two?
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while (true) : (i += 2) {
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trip[i] = TripItem{ .place = current_entry.place };
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// An entry "coming from" nowhere means we've reached the
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// start, so we're done.
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if (current_entry.coming_from == null) break;
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// Otherwise, entries have a path.
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trip[i + 1] = TripItem{ .path = current_entry.via_path.? };
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// Now we follow the entry we're "coming from". If we
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// aren't able to find the entry we're "coming from" by
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// Place, something has gone horribly wrong with our
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// program! (This really shouldn't ever happen. Have you
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// checked for grues?)
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// Note: you do not need to fix anything here.
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const previous_entry = self.getEntry(current_entry.coming_from.?);
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if (previous_entry == null) return TripError.EatenByAGrue;
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current_entry = previous_entry.?;
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}
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}
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};
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pub fn main() void {
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// Here's where the hermit decides where he would like to go. Once
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// you get the program working, try some different Places on the
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// map!
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const start = &a; // Archer's Point
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const destination = &f; // Fox Pond
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// Store each Path array as a slice in each Place. As mentioned
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// above, we needed to delay making these references to avoid
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// creating a dependency loop when the compiler is trying to
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// figure out how to allocate space for each item.
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a.paths = a_paths[0..];
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b.paths = b_paths[0..];
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c.paths = c_paths[0..];
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d.paths = d_paths[0..];
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e.paths = e_paths[0..];
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f.paths = f_paths[0..];
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// Now we create an instance of the notebook and add the first
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// "start" entry. Note the null values. Read the comments for the
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// checkNote() method above to see how this entry gets added to
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// the notebook.
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var notebook = HermitsNotebook{};
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var working_note = NotebookEntry{
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.place = start,
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.coming_from = null,
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.via_path = null,
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.dist_to_reach = 0,
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};
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notebook.checkNote(working_note);
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// Get the next entry from the notebook (the first being the
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// "start" entry we just added) until we run out, at which point
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// we'll have checked every reachable Place.
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while (notebook.hasNextEntry()) {
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var place_entry = notebook.getNextEntry();
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// For every Path that leads FROM the current Place, create a
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// new note (in the form of a NotebookEntry) with the
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// destination Place and the total distance from the start to
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// reach that place. Again, read the comments for the
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// checkNote() method to see how this works.
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for (place_entry.place.paths) |*path| {
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working_note = NotebookEntry{
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.place = path.to,
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.coming_from = place_entry.place,
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.via_path = path,
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.dist_to_reach = place_entry.dist_to_reach + path.dist,
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};
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notebook.checkNote(working_note);
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}
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}
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// Once the loop above is complete, we've calculated the shortest
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// path to every reachable Place! What we need to do now is set
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// aside memory for the trip and have the hermit's notebook fill
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// in the trip from the destination back to the path. Note that
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// this is the first time we've actually used the destination!
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var trip = [_]?TripItem{null} ** (place_count * 2);
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notebook.getTripTo(trip[0..], destination) catch |err| {
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print("Oh no! {}\n", .{err});
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return;
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};
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// Print the trip with a little helper function below.
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printTrip(trip[0..]);
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}
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// Remember that trips will be a series of alternating TripItems
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// containing a Place or Path from the destination back to the start.
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// The remaining space in the trip array will contain null values, so
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// we need to loop through the items in reverse, skipping nulls, until
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// we reach the destination at the front of the array.
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fn printTrip(trip: []?TripItem) void {
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// We convert the usize length to a u8 with @intCast(), a
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// builtin function just like @import(). We'll learn about
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// these properly in a later exercise.
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var i: u8 = @intCast(u8, trip.len);
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while (i > 0) {
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i -= 1;
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if (trip[i] == null) continue;
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trip[i].?.printMe();
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}
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print("\n", .{});
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}
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// Going deeper:
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//
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// In computer science terms, our map places are "nodes" or "vertices" and
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// the paths are "edges". Together, they form a "weighted, directed
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// graph". It is "weighted" because each path has a distance (also
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// known as a "cost"). It is "directed" because each path goes FROM
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// one place TO another place (undirected graphs allow you to travel
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// on an edge in either direction).
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//
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// Since we append new notebook entries at the end of the list and
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// then explore each sequentially from the beginning (like a "todo"
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// list), we are treating the notebook as a "First In, First Out"
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// (FIFO) queue.
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//
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// Since we examine all closest paths first before trying further ones
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// (thanks to the "todo" queue), we are performing a "Breadth-First
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// Search" (BFS).
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//
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// By tracking "lowest cost" paths, we can also say that we're
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// performing a "least-cost search".
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//
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// Even more specifically, the Hermit's Notebook most closely
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// resembles the Shortest Path Faster Algorithm (SPFA), attributed to
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// Edward F. Moore. By replacing our simple FIFO queue with a
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// "priority queue", we would basically have Dijkstra's algorithm. A
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// priority queue retrieves items sorted by "weight" (in our case, it
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// would keep the paths with the shortest distance at the front of the
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// queue). Dijkstra's algorithm is more efficient because longer paths
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// can be eliminated more quickly. (Work it out on paper to see why!)
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