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First.. I was confused as to what this is all about.. but after trying the demo.. I was amazed. Very nice work mate.. Keep it up
------------------------------------------------------------------ Life would have been much easier if I had the source-code!!
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| Sign In·View Thread·PermaLink | 5.00/5 |
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 | SUPERB!  Roger Williams | 8:36 26 Jun '07 |
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azam`s wrote: hi dude article is very gud
Thanks, did you try out the demo?
gudgood
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I'm new to C# programming so my knowledge is limited. I built your source program and got a .dll output, I then added to the reference in your demo and I got this error message
Warning 1 'PathFinderDemo.MainForm.StartPosition' hides inherited member 'System.Windows.Forms.Form.StartPosition'. Use the new keyword if hiding was intended. C:\Documents and Settings\Peter\My Documents\C sharp test programs\PathFinderDemo\MainForm.cs 21 16 PathFinderDemo
Error 2 Assembly generation failed -- Referenced assembly 'PathFinder' does not have a strong name PathFinderDemo
Do you know what I did wrong. Thanks
PeterM
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aussie1 wrote: Warning 1 'PathFinderDemo.MainForm.StartPosition' hides inherited member 'System.Windows.Forms.Form.StartPosition'. Use the new keyword if hiding was intended. C:\Documents and Settings\Peter\My Documents\C sharp test programs\PathFinderDemo\MainForm.cs 21 16 PathFinderDemo
I'm not sure how you are doing this but it would be very easy for me to fix. If you could send me the source files I would fix it right up.
aussie1 wrote: Error 2 Assembly generation failed -- Referenced assembly 'PathFinder' does not have a strong name PathFinderDemo
When you build the .dll you must sign it with a key giving it a strong name. To do this go to the project properties in the project menu of Visual Studio or Visual C# Express Edition. Go to the singing tab and check sing the assembly. Then go to the "Choose a strong name key" combo box and click new and create a key. I would also do this with the PathFinderDemo project also.
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Boniolopez wrote: Is it possible to limit the movement only to 90 degree steps?
Yes, one way is to weigh diagonals heavier than strait moves so high that it will never move diagonal. In the Node class there is code that is commented out. Uncomment them and play with the numbers.
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You might get a better vote count if you go into some detail about your A* implementation and the reasons you went with your approach. A lot of times people will get voted low when just showing usage.
Just a thought.
What's in a sig? This statement is false.
Build a bridge and get over it. ~ Chris Maunder
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Chris S Kaiser wrote: You might get a better vote count if you go into some detail about your A* implementation and the reasons you went with your approach. A lot of times people will get voted low when just showing usage.
Just a thought.
I may supply a PDF file with a tutorial on A* based on my implementation.
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Cool, but it would be nice to see it in the article itself, but your gig. Nice work anyhow. I gave you a 4 due to what I mentioned. Would have got my five if you embelished a bit more.
What's in a sig? This statement is false.
Build a bridge and get over it. ~ Chris Maunder
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Chris S Kaiser wrote: Cool, but it would be nice to see it in the article itself, but your gig.
Maybe I will supply a quick primer tutorial in the article and an extensive one in a PDF format, it makes it easy to update my software and its documentation when I do it that way.
Chris S Kaiser wrote: Nice work anyhow.
Thanks, A* took me a while to learn and get it right.
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I was playing about with this code, using a 5 x 5 grid. Test code and output follow.
Code
SimplePathFinder pf = new SimplePathFinder(5, 5, new Coordinate(0, 2), new Coordinate(2, 2), null);
pf[0, 1] = true; pf[1, 1] = true; pf[1, 2] = true; pf[1, 3] = true; pf[2, 3] = true; pf[3, 3] = true;
foreach (Coordinate c in pf.Path) { System.Console.WriteLine(c.ToString()); }
Output
X: 0 - Y: 2 X: 0 - Y: 3 X: 1 - Y: 4 X: 2 - Y: 4 X: 3 - Y: 3 X: 3 - Y: 2 X: 2 - Y: 2
Coordinate (3, 3) is one of the unwalkable nodes. I believe it should not show up in the output. Is it a mistake on my part or an error in your code?
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You are right, the problem is in the path cleaning algorithm located at the bottom of the SimplePathFinder.cs file. I have not noticed this problem in my GUI demo but I may must have not been paying attention. The path cleaning algorithm removes zigzags and other unnecessary moves. Since I have not weighed diagonals heavier than straits it is possible for the path to be sloppy. The path cleaning algorithm does a decent job at cleaning the path but I now see a problem. When cleaning the path it does not check to see if it is rerouting the path into a wall.
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Sometimes I find that a GUI still does not show up all the problems.... I actually found the problem by drawing the grid and nodes with paper and pencil 
Like someone else mentioned, I would appreciate some more information regarding how the algorithm works.
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John Zammit wrote: I would appreciate some more information regarding how the algorithm works.
I will get to that eventually.
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Reading the name of the article I was expecting to find a library for finding the paths to files. (something with Server.MapPath() like functionality)
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metweek wrote: Reading the name of the article I was expecting to find a library for finding the paths to files.
The article name is valid. "Path finder" is the generic name for an algorithm that can be used to find a route around a network (e.g. a network of streets). The A* algorithm is probably the most common or well known algorithm in this area.
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margiex wrote: good article
Thanks.
margiex wrote: I'm expecting the GUI demo
I made one for testing purposes but it is not worthy enough to be posted, I will create a nice one soon.
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| Sign In·View Thread·PermaLink | 2.00/5 |
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