GODPAPER | All Packages | All Classes | Index | Frames No Frames |
com.lookbackon.ds

Interfaces

| Interface | Description
--- | --- | ---
| IAStar | Holds a two-dimensional array of Nodes methods to manipulate them, start node and end node for finding a path. Notice: this class code base based on some open source code.
| IBitBoard |
| IConnex | This interface pre-define the board data struct aviable functions.

Classes

| Class | Description
--- | --- | ---
| AStarNodeBoard | It is a similar of bitboard struct,and every cell representation a star node.
| BitBoard | Pros and Cons of Using BitBoard Flags: Pros: Efficient: Very small storage space to hold a lot of information. Efficient: Ultra-fast (actually fastest possible) for making programmatic decisions, especially when looking for combinations of attributes or options. Efficient: Concise storage means fast data transfer. Extensible: New code does not "break" old code.
| BitVectors | the implementation would look something like this: //offline var n:uint = objects.length; var bv:BitVector = new BitVector( null, n ( n - 1 ) / 2 ); //test function handleCollision( minObj:CollidableObject, maxObj:CollidableObject ) : void { var bit:uint = minObj.index ( 2 n - minObj.index - 3 ) / 2 + maxObj.index - 1; if( !bv.getBit( bit ) ){ //test for collision bv.setBit( bit, true ); } }
| GraphBoard | This graphic board providing the graph data struct and searchable functions;
| NumberBoard | The numbers in this array are labels on the winnable n-in-a-row areas of the board. This is useful so that when a piece is dropped into an arbitrary board position, the algorithm can determine very quickly which n-in-a-row areas have become more likely destined for a win for the player, and, as importantly, which n-in-a-row areas are no longer possibilities for the opposing player.
| ZobristHashTable | These old hashes defined my requirements: The keys are unaligned variable-length byte arrays. Sometimes keys are several such arrays. Sometimes a set of independent hash functions were required. Average key lengths ranged from 8 bytes to 200 bytes. Keys might be character strings, numbers, bit-arrays, or weirder things. Table sizes could be anything, including powers of 2. The hash must be faster than the old one. The hash must do a good job.

Thu Jan 16 2014, 01:13 PM +08:00