Ordering 2D Border PointsImplementing a POCO editor split over a number of TabItemsSprite animation handlerBest way of updating a list of unique items“Critter Tracking: When does it cross its own path?”Simple dictionary storing/viewing applicationProject Euler #11 Largest product in a gridRotate an array to the right by a given number of stepsAlgorithm that finds two numbers that sum to a targetFiltering and Validating value in SETTER
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Ordering 2D Border Points
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Ordering 2D Border Points
Implementing a POCO editor split over a number of TabItemsSprite animation handlerBest way of updating a list of unique items“Critter Tracking: When does it cross its own path?”Simple dictionary storing/viewing applicationProject Euler #11 Largest product in a gridRotate an array to the right by a given number of stepsAlgorithm that finds two numbers that sum to a targetFiltering and Validating value in SETTER
.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;
$begingroup$
What i am trying to do
I have an image of a polygon exemple:
what i am tring to do is getting all border points, that do not have at least one neighbour with the same color, and ordering them in a way that later i can draw lines
The Code
private Vector2F[] ReorderBorder(Vector2F[] Data)
List<Vector2F> BorderPixels = new List<Vector2F>();
BorderPixels.AddRange(Data);
List<int> Indexs = new List<int>();
Indexs.Add(0);
bool Working = true;
while (Working)
int LastIndex = Indexs.Last();
List<int> Possible = new List<int>();
for (int Index = 0; Index < BorderPixels.Count; Index++)
if (!Indexs.Contains(Index))
if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
Indexs.Add(GetPreference(BorderPixels[LastIndex], Possible.ToArray(), BorderPixels));
if (BorderPixels.Count == Indexs.Count)
Working = false;
List<Vector2F> Vertices = new List<Vector2F>();
for (int Index = 0; Index < Indexs.Count; Index++)
Vertices.Add(BorderPixels[Indexs[Index]]);
return Vertices.ToArray();
private int GetPreference(Vector2F Origin, int[] Indices, List<Vector2F> BorderPixels)
if (Indices.Length == 1)
return Indices[0];
Vector2F[] IndicesTest = new Vector2F[Indices.Length];
///Relativity
/// 0 - Up
/// 1 - Up Right
/// 2 - Right
/// 3 - Down Right
/// 4 - Down
/// 5 - Down Left
/// 6 - Left
/// 7 - Up Left
for (int Index = 0; Index < Indices.Length; Index++)
if(new Vector2F(Origin.X, Origin.Y - 1) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 0);
else if(new Vector2F(Origin.X + 1, Origin.Y - 1) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 1);
else if (new Vector2F(Origin.X + 1, Origin.Y) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 2);
else if (new Vector2F(Origin.X + 1, Origin.Y + 1) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 3);
else if (new Vector2F(Origin.X, Origin.Y + 1) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 4);
else if (new Vector2F(Origin.X - 1, Origin.Y + 1) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 5);
else if (new Vector2F(Origin.X - 1, Origin.Y) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 6);
else if (new Vector2F(Origin.X - 1, Origin.Y - 1) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 7);
if (IndicesTest.Length != 0)
Array.Sort(IndicesTest, CompareY);
return (int)IndicesTest[0].X;
return 0;
private int CompareY(Vector2F Left, Vector2F Right)
if (Left.Y < Right.Y)
return -1;
else if (Left.Y == Right.Y)
return 0;
else
return 1;
What it does
private Vector2F[] ReorderBorder(Vector2F[] Data)
This is the main function where i pass the border points, currently orderd by y so 0,0 1,0 2,0 0,1 1,1 etc..
so what it does is starting from the first pixel it get all existing border pixels in 8 directions and add the "preferenced" pixel (see GetPreference function) then after finishing ordering all pixels it sends a orderd array back
private int GetPreference(Vector2F Origin, int[] Indices, List<Vector2F> BorderPixels)
this functions recives a point and a list of possible neighbours then it returns the index of the perfed one (lowest score see code)
private int CompareY(Vector2F Left, Vector2F Right)
this function is simply used to sort by the lowest y, for the score on the GetPreference
function
What i want to know
All i want to know is if there is any way to optmized the code, or a better alternative, i know that the code as some bugs but this is the most reliable way i could do, since i was not able to find any good alternative online
c# coordinate-system
$endgroup$
|
show 1 more comment
$begingroup$
What i am trying to do
I have an image of a polygon exemple:
what i am tring to do is getting all border points, that do not have at least one neighbour with the same color, and ordering them in a way that later i can draw lines
The Code
private Vector2F[] ReorderBorder(Vector2F[] Data)
List<Vector2F> BorderPixels = new List<Vector2F>();
BorderPixels.AddRange(Data);
List<int> Indexs = new List<int>();
Indexs.Add(0);
bool Working = true;
while (Working)
int LastIndex = Indexs.Last();
List<int> Possible = new List<int>();
for (int Index = 0; Index < BorderPixels.Count; Index++)
if (!Indexs.Contains(Index))
if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
Indexs.Add(GetPreference(BorderPixels[LastIndex], Possible.ToArray(), BorderPixels));
if (BorderPixels.Count == Indexs.Count)
Working = false;
List<Vector2F> Vertices = new List<Vector2F>();
for (int Index = 0; Index < Indexs.Count; Index++)
Vertices.Add(BorderPixels[Indexs[Index]]);
return Vertices.ToArray();
private int GetPreference(Vector2F Origin, int[] Indices, List<Vector2F> BorderPixels)
if (Indices.Length == 1)
return Indices[0];
Vector2F[] IndicesTest = new Vector2F[Indices.Length];
///Relativity
/// 0 - Up
/// 1 - Up Right
/// 2 - Right
/// 3 - Down Right
/// 4 - Down
/// 5 - Down Left
/// 6 - Left
/// 7 - Up Left
for (int Index = 0; Index < Indices.Length; Index++)
if(new Vector2F(Origin.X, Origin.Y - 1) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 0);
else if(new Vector2F(Origin.X + 1, Origin.Y - 1) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 1);
else if (new Vector2F(Origin.X + 1, Origin.Y) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 2);
else if (new Vector2F(Origin.X + 1, Origin.Y + 1) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 3);
else if (new Vector2F(Origin.X, Origin.Y + 1) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 4);
else if (new Vector2F(Origin.X - 1, Origin.Y + 1) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 5);
else if (new Vector2F(Origin.X - 1, Origin.Y) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 6);
else if (new Vector2F(Origin.X - 1, Origin.Y - 1) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 7);
if (IndicesTest.Length != 0)
Array.Sort(IndicesTest, CompareY);
return (int)IndicesTest[0].X;
return 0;
private int CompareY(Vector2F Left, Vector2F Right)
if (Left.Y < Right.Y)
return -1;
else if (Left.Y == Right.Y)
return 0;
else
return 1;
What it does
private Vector2F[] ReorderBorder(Vector2F[] Data)
This is the main function where i pass the border points, currently orderd by y so 0,0 1,0 2,0 0,1 1,1 etc..
so what it does is starting from the first pixel it get all existing border pixels in 8 directions and add the "preferenced" pixel (see GetPreference function) then after finishing ordering all pixels it sends a orderd array back
private int GetPreference(Vector2F Origin, int[] Indices, List<Vector2F> BorderPixels)
this functions recives a point and a list of possible neighbours then it returns the index of the perfed one (lowest score see code)
private int CompareY(Vector2F Left, Vector2F Right)
this function is simply used to sort by the lowest y, for the score on the GetPreference
function
What i want to know
All i want to know is if there is any way to optmized the code, or a better alternative, i know that the code as some bugs but this is the most reliable way i could do, since i was not able to find any good alternative online
c# coordinate-system
$endgroup$
$begingroup$
All green points seem to have at least one neighbour with the same color and all transparent points seem to have at least one neighbour being transparent. So, according to your definition there are no points in the result set. Your working example draws black lines that are not on a border. I'm a bit confused.
$endgroup$
– Olivier Jacot-Descombes
7 hours ago
$begingroup$
@OlivierJacot-Descombes first i dont know what you mean with green points the exemple is yellow second getting the points from the image is not in question, i have everything working i just want to know if the reorganization of the points can be optimized, and final in the exemple we have yellow so the way i get points is if a points is yellow see if any of the neighbours is transparent if yes then add to the border list if does not then do not add and in the point in question is transperent completely ignore
$endgroup$
– Bot Wade
7 hours ago
$begingroup$
Looking at HTML color codes and names I would say the color is very close to Tea Green.
$endgroup$
– Olivier Jacot-Descombes
7 hours ago
$begingroup$
@OlivierJacot-Descombes look that as nothing to do with the question so unless you have anything constructive to say please stop comenting
$endgroup$
– Bot Wade
7 hours ago
2
$begingroup$
@BotWade: don't be rude to people trying to help. The second picture, titled "working exemple", doesn't make much sense. The border lines are all over the place. I suggest you either update or remove the picture. Also, arguing over colors is unnecessary. Ever heard of colorblindness?
$endgroup$
– TomG
7 hours ago
|
show 1 more comment
$begingroup$
What i am trying to do
I have an image of a polygon exemple:
what i am tring to do is getting all border points, that do not have at least one neighbour with the same color, and ordering them in a way that later i can draw lines
The Code
private Vector2F[] ReorderBorder(Vector2F[] Data)
List<Vector2F> BorderPixels = new List<Vector2F>();
BorderPixels.AddRange(Data);
List<int> Indexs = new List<int>();
Indexs.Add(0);
bool Working = true;
while (Working)
int LastIndex = Indexs.Last();
List<int> Possible = new List<int>();
for (int Index = 0; Index < BorderPixels.Count; Index++)
if (!Indexs.Contains(Index))
if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
Indexs.Add(GetPreference(BorderPixels[LastIndex], Possible.ToArray(), BorderPixels));
if (BorderPixels.Count == Indexs.Count)
Working = false;
List<Vector2F> Vertices = new List<Vector2F>();
for (int Index = 0; Index < Indexs.Count; Index++)
Vertices.Add(BorderPixels[Indexs[Index]]);
return Vertices.ToArray();
private int GetPreference(Vector2F Origin, int[] Indices, List<Vector2F> BorderPixels)
if (Indices.Length == 1)
return Indices[0];
Vector2F[] IndicesTest = new Vector2F[Indices.Length];
///Relativity
/// 0 - Up
/// 1 - Up Right
/// 2 - Right
/// 3 - Down Right
/// 4 - Down
/// 5 - Down Left
/// 6 - Left
/// 7 - Up Left
for (int Index = 0; Index < Indices.Length; Index++)
if(new Vector2F(Origin.X, Origin.Y - 1) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 0);
else if(new Vector2F(Origin.X + 1, Origin.Y - 1) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 1);
else if (new Vector2F(Origin.X + 1, Origin.Y) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 2);
else if (new Vector2F(Origin.X + 1, Origin.Y + 1) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 3);
else if (new Vector2F(Origin.X, Origin.Y + 1) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 4);
else if (new Vector2F(Origin.X - 1, Origin.Y + 1) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 5);
else if (new Vector2F(Origin.X - 1, Origin.Y) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 6);
else if (new Vector2F(Origin.X - 1, Origin.Y - 1) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 7);
if (IndicesTest.Length != 0)
Array.Sort(IndicesTest, CompareY);
return (int)IndicesTest[0].X;
return 0;
private int CompareY(Vector2F Left, Vector2F Right)
if (Left.Y < Right.Y)
return -1;
else if (Left.Y == Right.Y)
return 0;
else
return 1;
What it does
private Vector2F[] ReorderBorder(Vector2F[] Data)
This is the main function where i pass the border points, currently orderd by y so 0,0 1,0 2,0 0,1 1,1 etc..
so what it does is starting from the first pixel it get all existing border pixels in 8 directions and add the "preferenced" pixel (see GetPreference function) then after finishing ordering all pixels it sends a orderd array back
private int GetPreference(Vector2F Origin, int[] Indices, List<Vector2F> BorderPixels)
this functions recives a point and a list of possible neighbours then it returns the index of the perfed one (lowest score see code)
private int CompareY(Vector2F Left, Vector2F Right)
this function is simply used to sort by the lowest y, for the score on the GetPreference
function
What i want to know
All i want to know is if there is any way to optmized the code, or a better alternative, i know that the code as some bugs but this is the most reliable way i could do, since i was not able to find any good alternative online
c# coordinate-system
$endgroup$
What i am trying to do
I have an image of a polygon exemple:
what i am tring to do is getting all border points, that do not have at least one neighbour with the same color, and ordering them in a way that later i can draw lines
The Code
private Vector2F[] ReorderBorder(Vector2F[] Data)
List<Vector2F> BorderPixels = new List<Vector2F>();
BorderPixels.AddRange(Data);
List<int> Indexs = new List<int>();
Indexs.Add(0);
bool Working = true;
while (Working)
int LastIndex = Indexs.Last();
List<int> Possible = new List<int>();
for (int Index = 0; Index < BorderPixels.Count; Index++)
if (!Indexs.Contains(Index))
if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
Indexs.Add(GetPreference(BorderPixels[LastIndex], Possible.ToArray(), BorderPixels));
if (BorderPixels.Count == Indexs.Count)
Working = false;
List<Vector2F> Vertices = new List<Vector2F>();
for (int Index = 0; Index < Indexs.Count; Index++)
Vertices.Add(BorderPixels[Indexs[Index]]);
return Vertices.ToArray();
private int GetPreference(Vector2F Origin, int[] Indices, List<Vector2F> BorderPixels)
if (Indices.Length == 1)
return Indices[0];
Vector2F[] IndicesTest = new Vector2F[Indices.Length];
///Relativity
/// 0 - Up
/// 1 - Up Right
/// 2 - Right
/// 3 - Down Right
/// 4 - Down
/// 5 - Down Left
/// 6 - Left
/// 7 - Up Left
for (int Index = 0; Index < Indices.Length; Index++)
if(new Vector2F(Origin.X, Origin.Y - 1) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 0);
else if(new Vector2F(Origin.X + 1, Origin.Y - 1) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 1);
else if (new Vector2F(Origin.X + 1, Origin.Y) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 2);
else if (new Vector2F(Origin.X + 1, Origin.Y + 1) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 3);
else if (new Vector2F(Origin.X, Origin.Y + 1) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 4);
else if (new Vector2F(Origin.X - 1, Origin.Y + 1) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 5);
else if (new Vector2F(Origin.X - 1, Origin.Y) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 6);
else if (new Vector2F(Origin.X - 1, Origin.Y - 1) == BorderPixels[Indices[Index]])
IndicesTest[Index] = new Vector2F(Indices[Index], 7);
if (IndicesTest.Length != 0)
Array.Sort(IndicesTest, CompareY);
return (int)IndicesTest[0].X;
return 0;
private int CompareY(Vector2F Left, Vector2F Right)
if (Left.Y < Right.Y)
return -1;
else if (Left.Y == Right.Y)
return 0;
else
return 1;
What it does
private Vector2F[] ReorderBorder(Vector2F[] Data)
This is the main function where i pass the border points, currently orderd by y so 0,0 1,0 2,0 0,1 1,1 etc..
so what it does is starting from the first pixel it get all existing border pixels in 8 directions and add the "preferenced" pixel (see GetPreference function) then after finishing ordering all pixels it sends a orderd array back
private int GetPreference(Vector2F Origin, int[] Indices, List<Vector2F> BorderPixels)
this functions recives a point and a list of possible neighbours then it returns the index of the perfed one (lowest score see code)
private int CompareY(Vector2F Left, Vector2F Right)
this function is simply used to sort by the lowest y, for the score on the GetPreference
function
What i want to know
All i want to know is if there is any way to optmized the code, or a better alternative, i know that the code as some bugs but this is the most reliable way i could do, since i was not able to find any good alternative online
c# coordinate-system
c# coordinate-system
edited 35 mins ago
dfhwze
10.3k2 gold badges19 silver badges67 bronze badges
10.3k2 gold badges19 silver badges67 bronze badges
asked 8 hours ago
Bot WadeBot Wade
601 silver badge10 bronze badges
601 silver badge10 bronze badges
$begingroup$
All green points seem to have at least one neighbour with the same color and all transparent points seem to have at least one neighbour being transparent. So, according to your definition there are no points in the result set. Your working example draws black lines that are not on a border. I'm a bit confused.
$endgroup$
– Olivier Jacot-Descombes
7 hours ago
$begingroup$
@OlivierJacot-Descombes first i dont know what you mean with green points the exemple is yellow second getting the points from the image is not in question, i have everything working i just want to know if the reorganization of the points can be optimized, and final in the exemple we have yellow so the way i get points is if a points is yellow see if any of the neighbours is transparent if yes then add to the border list if does not then do not add and in the point in question is transperent completely ignore
$endgroup$
– Bot Wade
7 hours ago
$begingroup$
Looking at HTML color codes and names I would say the color is very close to Tea Green.
$endgroup$
– Olivier Jacot-Descombes
7 hours ago
$begingroup$
@OlivierJacot-Descombes look that as nothing to do with the question so unless you have anything constructive to say please stop comenting
$endgroup$
– Bot Wade
7 hours ago
2
$begingroup$
@BotWade: don't be rude to people trying to help. The second picture, titled "working exemple", doesn't make much sense. The border lines are all over the place. I suggest you either update or remove the picture. Also, arguing over colors is unnecessary. Ever heard of colorblindness?
$endgroup$
– TomG
7 hours ago
|
show 1 more comment
$begingroup$
All green points seem to have at least one neighbour with the same color and all transparent points seem to have at least one neighbour being transparent. So, according to your definition there are no points in the result set. Your working example draws black lines that are not on a border. I'm a bit confused.
$endgroup$
– Olivier Jacot-Descombes
7 hours ago
$begingroup$
@OlivierJacot-Descombes first i dont know what you mean with green points the exemple is yellow second getting the points from the image is not in question, i have everything working i just want to know if the reorganization of the points can be optimized, and final in the exemple we have yellow so the way i get points is if a points is yellow see if any of the neighbours is transparent if yes then add to the border list if does not then do not add and in the point in question is transperent completely ignore
$endgroup$
– Bot Wade
7 hours ago
$begingroup$
Looking at HTML color codes and names I would say the color is very close to Tea Green.
$endgroup$
– Olivier Jacot-Descombes
7 hours ago
$begingroup$
@OlivierJacot-Descombes look that as nothing to do with the question so unless you have anything constructive to say please stop comenting
$endgroup$
– Bot Wade
7 hours ago
2
$begingroup$
@BotWade: don't be rude to people trying to help. The second picture, titled "working exemple", doesn't make much sense. The border lines are all over the place. I suggest you either update or remove the picture. Also, arguing over colors is unnecessary. Ever heard of colorblindness?
$endgroup$
– TomG
7 hours ago
$begingroup$
All green points seem to have at least one neighbour with the same color and all transparent points seem to have at least one neighbour being transparent. So, according to your definition there are no points in the result set. Your working example draws black lines that are not on a border. I'm a bit confused.
$endgroup$
– Olivier Jacot-Descombes
7 hours ago
$begingroup$
All green points seem to have at least one neighbour with the same color and all transparent points seem to have at least one neighbour being transparent. So, according to your definition there are no points in the result set. Your working example draws black lines that are not on a border. I'm a bit confused.
$endgroup$
– Olivier Jacot-Descombes
7 hours ago
$begingroup$
@OlivierJacot-Descombes first i dont know what you mean with green points the exemple is yellow second getting the points from the image is not in question, i have everything working i just want to know if the reorganization of the points can be optimized, and final in the exemple we have yellow so the way i get points is if a points is yellow see if any of the neighbours is transparent if yes then add to the border list if does not then do not add and in the point in question is transperent completely ignore
$endgroup$
– Bot Wade
7 hours ago
$begingroup$
@OlivierJacot-Descombes first i dont know what you mean with green points the exemple is yellow second getting the points from the image is not in question, i have everything working i just want to know if the reorganization of the points can be optimized, and final in the exemple we have yellow so the way i get points is if a points is yellow see if any of the neighbours is transparent if yes then add to the border list if does not then do not add and in the point in question is transperent completely ignore
$endgroup$
– Bot Wade
7 hours ago
$begingroup$
Looking at HTML color codes and names I would say the color is very close to Tea Green.
$endgroup$
– Olivier Jacot-Descombes
7 hours ago
$begingroup$
Looking at HTML color codes and names I would say the color is very close to Tea Green.
$endgroup$
– Olivier Jacot-Descombes
7 hours ago
$begingroup$
@OlivierJacot-Descombes look that as nothing to do with the question so unless you have anything constructive to say please stop comenting
$endgroup$
– Bot Wade
7 hours ago
$begingroup$
@OlivierJacot-Descombes look that as nothing to do with the question so unless you have anything constructive to say please stop comenting
$endgroup$
– Bot Wade
7 hours ago
2
2
$begingroup$
@BotWade: don't be rude to people trying to help. The second picture, titled "working exemple", doesn't make much sense. The border lines are all over the place. I suggest you either update or remove the picture. Also, arguing over colors is unnecessary. Ever heard of colorblindness?
$endgroup$
– TomG
7 hours ago
$begingroup$
@BotWade: don't be rude to people trying to help. The second picture, titled "working exemple", doesn't make much sense. The border lines are all over the place. I suggest you either update or remove the picture. Also, arguing over colors is unnecessary. Ever heard of colorblindness?
$endgroup$
– TomG
7 hours ago
|
show 1 more comment
3 Answers
3
active
oldest
votes
$begingroup$
You are making the test !Indexs.Contains(Index)
. Since Indexs
is a List<int>
you have a look up time of O(n)
. A HashSet<T>
has an approximate look up time of O(1)
. Create a hash set for this test. Since a set is not ordered, you still need the list.
var Indexs = new List<int>();
var indexTest = new HashSet<int>();
Indexs.Add(0);
indexTest.Add(0);
and
int i = GetPreference(BorderPixels[LastIndex], Possible.ToArray(), BorderPixels);
Indexs.Add(i);
indexTest.Add(i);
and of course now test with
if (!indexTest.Contains(Index))
Another point is the repeated indexed access of border pixels. Store the pixels in a temp. This also makes the code more readable.
You can merge all the if-statements into one conditional expression. Because of the Short-Circuit Evaluation In C#, the evaluation will stop at the first term evaluating to
true
.You have duplicated some cases. You have 12 instead of 8. Reordering the conditions in a logical way makes it easier: x-1, x, x+1 combined with y-1, y, y+1.
The Boolean temp
Working
can be inlined.You can initialize collections in the constructor or with collection initializers.
The C# naming conventions use camelCase for parameter names and local variables.
Since neither
data
norborderPixels
are altered, copyingdata
intoborderPixels
seems superfluous. I simply renameddata
toborderPixels
. This change requires the type of the last parameter ofGetPreference
to be changed fromList<Vector2F>
toVector2F[]
andborderPixels.Count
must be changed toborderPixels.Length
.
The new ReorderBorder
method:
private Vector2F[] ReorderBorder(Vector2F[] borderPixels)
var indexes = new List<int> 0 ;
var indexTest = new HashSet<int> 0 ;
while (indexes.Count < borderPixels.Length)
int lastIndex = indexes.Last();
Vector2F last = borderPixels[lastIndex];
var possible = new List<int>();
for (int index = 0; index < borderPixels.Length; index++)
if (!indexTest.Contains(index))
int preferredIndex = GetPreference(last, possible.ToArray(), borderPixels);
indexes.Add(preferredIndex);
indexTest.Add(preferredIndex);
var vertices = new List<Vector2F>();
for (int index = 0; index < indexes.Count; index++)
vertices.Add(borderPixels[indexes[index]]);
return vertices.ToArray();
You can also apply some of these changes to GetPreference
.
$endgroup$
add a comment |
$begingroup$
Use enums When in the below snippet each index really means what the numbers stand for in the comments then you definitely need at least an enum
for that. This is so extremely fragile. Without these comments nobody ever would be able to decipher this logic.
///Relativity
/// 0 - Up
/// 1 - Up Right
/// 2 - Right
/// 3 - Down Right
/// 4 - Down
/// 5 - Down Left
/// 6 - Left
/// 7 - Up Left
for (int Index = 0; Index < Indices.Length; Index++)
$endgroup$
add a comment |
$begingroup$
DRY Principle
As a small addendum on Olivier Jacot-Descombes' answer, I would like to add you should go for DRY code.
answer snippet:
"You have duplicated some cases. You have 12 instead of 8. Reordering the conditions in a logical way makes it easier: x-1, x, x+1 combined
with y-1, y, y+1."
This..
var current = BorderPixels[Index];
var last = BorderPixels[LastIndex];
if (Math.Abs(current.X - last.X) <= 1 && Math.Abs(current.Y - last.Y) <= 1)
Possible.Add(Index);
replaces..
if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
$endgroup$
add a comment |
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3 Answers
3
active
oldest
votes
3 Answers
3
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
You are making the test !Indexs.Contains(Index)
. Since Indexs
is a List<int>
you have a look up time of O(n)
. A HashSet<T>
has an approximate look up time of O(1)
. Create a hash set for this test. Since a set is not ordered, you still need the list.
var Indexs = new List<int>();
var indexTest = new HashSet<int>();
Indexs.Add(0);
indexTest.Add(0);
and
int i = GetPreference(BorderPixels[LastIndex], Possible.ToArray(), BorderPixels);
Indexs.Add(i);
indexTest.Add(i);
and of course now test with
if (!indexTest.Contains(Index))
Another point is the repeated indexed access of border pixels. Store the pixels in a temp. This also makes the code more readable.
You can merge all the if-statements into one conditional expression. Because of the Short-Circuit Evaluation In C#, the evaluation will stop at the first term evaluating to
true
.You have duplicated some cases. You have 12 instead of 8. Reordering the conditions in a logical way makes it easier: x-1, x, x+1 combined with y-1, y, y+1.
The Boolean temp
Working
can be inlined.You can initialize collections in the constructor or with collection initializers.
The C# naming conventions use camelCase for parameter names and local variables.
Since neither
data
norborderPixels
are altered, copyingdata
intoborderPixels
seems superfluous. I simply renameddata
toborderPixels
. This change requires the type of the last parameter ofGetPreference
to be changed fromList<Vector2F>
toVector2F[]
andborderPixels.Count
must be changed toborderPixels.Length
.
The new ReorderBorder
method:
private Vector2F[] ReorderBorder(Vector2F[] borderPixels)
var indexes = new List<int> 0 ;
var indexTest = new HashSet<int> 0 ;
while (indexes.Count < borderPixels.Length)
int lastIndex = indexes.Last();
Vector2F last = borderPixels[lastIndex];
var possible = new List<int>();
for (int index = 0; index < borderPixels.Length; index++)
if (!indexTest.Contains(index))
int preferredIndex = GetPreference(last, possible.ToArray(), borderPixels);
indexes.Add(preferredIndex);
indexTest.Add(preferredIndex);
var vertices = new List<Vector2F>();
for (int index = 0; index < indexes.Count; index++)
vertices.Add(borderPixels[indexes[index]]);
return vertices.ToArray();
You can also apply some of these changes to GetPreference
.
$endgroup$
add a comment |
$begingroup$
You are making the test !Indexs.Contains(Index)
. Since Indexs
is a List<int>
you have a look up time of O(n)
. A HashSet<T>
has an approximate look up time of O(1)
. Create a hash set for this test. Since a set is not ordered, you still need the list.
var Indexs = new List<int>();
var indexTest = new HashSet<int>();
Indexs.Add(0);
indexTest.Add(0);
and
int i = GetPreference(BorderPixels[LastIndex], Possible.ToArray(), BorderPixels);
Indexs.Add(i);
indexTest.Add(i);
and of course now test with
if (!indexTest.Contains(Index))
Another point is the repeated indexed access of border pixels. Store the pixels in a temp. This also makes the code more readable.
You can merge all the if-statements into one conditional expression. Because of the Short-Circuit Evaluation In C#, the evaluation will stop at the first term evaluating to
true
.You have duplicated some cases. You have 12 instead of 8. Reordering the conditions in a logical way makes it easier: x-1, x, x+1 combined with y-1, y, y+1.
The Boolean temp
Working
can be inlined.You can initialize collections in the constructor or with collection initializers.
The C# naming conventions use camelCase for parameter names and local variables.
Since neither
data
norborderPixels
are altered, copyingdata
intoborderPixels
seems superfluous. I simply renameddata
toborderPixels
. This change requires the type of the last parameter ofGetPreference
to be changed fromList<Vector2F>
toVector2F[]
andborderPixels.Count
must be changed toborderPixels.Length
.
The new ReorderBorder
method:
private Vector2F[] ReorderBorder(Vector2F[] borderPixels)
var indexes = new List<int> 0 ;
var indexTest = new HashSet<int> 0 ;
while (indexes.Count < borderPixels.Length)
int lastIndex = indexes.Last();
Vector2F last = borderPixels[lastIndex];
var possible = new List<int>();
for (int index = 0; index < borderPixels.Length; index++)
if (!indexTest.Contains(index))
int preferredIndex = GetPreference(last, possible.ToArray(), borderPixels);
indexes.Add(preferredIndex);
indexTest.Add(preferredIndex);
var vertices = new List<Vector2F>();
for (int index = 0; index < indexes.Count; index++)
vertices.Add(borderPixels[indexes[index]]);
return vertices.ToArray();
You can also apply some of these changes to GetPreference
.
$endgroup$
add a comment |
$begingroup$
You are making the test !Indexs.Contains(Index)
. Since Indexs
is a List<int>
you have a look up time of O(n)
. A HashSet<T>
has an approximate look up time of O(1)
. Create a hash set for this test. Since a set is not ordered, you still need the list.
var Indexs = new List<int>();
var indexTest = new HashSet<int>();
Indexs.Add(0);
indexTest.Add(0);
and
int i = GetPreference(BorderPixels[LastIndex], Possible.ToArray(), BorderPixels);
Indexs.Add(i);
indexTest.Add(i);
and of course now test with
if (!indexTest.Contains(Index))
Another point is the repeated indexed access of border pixels. Store the pixels in a temp. This also makes the code more readable.
You can merge all the if-statements into one conditional expression. Because of the Short-Circuit Evaluation In C#, the evaluation will stop at the first term evaluating to
true
.You have duplicated some cases. You have 12 instead of 8. Reordering the conditions in a logical way makes it easier: x-1, x, x+1 combined with y-1, y, y+1.
The Boolean temp
Working
can be inlined.You can initialize collections in the constructor or with collection initializers.
The C# naming conventions use camelCase for parameter names and local variables.
Since neither
data
norborderPixels
are altered, copyingdata
intoborderPixels
seems superfluous. I simply renameddata
toborderPixels
. This change requires the type of the last parameter ofGetPreference
to be changed fromList<Vector2F>
toVector2F[]
andborderPixels.Count
must be changed toborderPixels.Length
.
The new ReorderBorder
method:
private Vector2F[] ReorderBorder(Vector2F[] borderPixels)
var indexes = new List<int> 0 ;
var indexTest = new HashSet<int> 0 ;
while (indexes.Count < borderPixels.Length)
int lastIndex = indexes.Last();
Vector2F last = borderPixels[lastIndex];
var possible = new List<int>();
for (int index = 0; index < borderPixels.Length; index++)
if (!indexTest.Contains(index))
int preferredIndex = GetPreference(last, possible.ToArray(), borderPixels);
indexes.Add(preferredIndex);
indexTest.Add(preferredIndex);
var vertices = new List<Vector2F>();
for (int index = 0; index < indexes.Count; index++)
vertices.Add(borderPixels[indexes[index]]);
return vertices.ToArray();
You can also apply some of these changes to GetPreference
.
$endgroup$
You are making the test !Indexs.Contains(Index)
. Since Indexs
is a List<int>
you have a look up time of O(n)
. A HashSet<T>
has an approximate look up time of O(1)
. Create a hash set for this test. Since a set is not ordered, you still need the list.
var Indexs = new List<int>();
var indexTest = new HashSet<int>();
Indexs.Add(0);
indexTest.Add(0);
and
int i = GetPreference(BorderPixels[LastIndex], Possible.ToArray(), BorderPixels);
Indexs.Add(i);
indexTest.Add(i);
and of course now test with
if (!indexTest.Contains(Index))
Another point is the repeated indexed access of border pixels. Store the pixels in a temp. This also makes the code more readable.
You can merge all the if-statements into one conditional expression. Because of the Short-Circuit Evaluation In C#, the evaluation will stop at the first term evaluating to
true
.You have duplicated some cases. You have 12 instead of 8. Reordering the conditions in a logical way makes it easier: x-1, x, x+1 combined with y-1, y, y+1.
The Boolean temp
Working
can be inlined.You can initialize collections in the constructor or with collection initializers.
The C# naming conventions use camelCase for parameter names and local variables.
Since neither
data
norborderPixels
are altered, copyingdata
intoborderPixels
seems superfluous. I simply renameddata
toborderPixels
. This change requires the type of the last parameter ofGetPreference
to be changed fromList<Vector2F>
toVector2F[]
andborderPixels.Count
must be changed toborderPixels.Length
.
The new ReorderBorder
method:
private Vector2F[] ReorderBorder(Vector2F[] borderPixels)
var indexes = new List<int> 0 ;
var indexTest = new HashSet<int> 0 ;
while (indexes.Count < borderPixels.Length)
int lastIndex = indexes.Last();
Vector2F last = borderPixels[lastIndex];
var possible = new List<int>();
for (int index = 0; index < borderPixels.Length; index++)
if (!indexTest.Contains(index))
int preferredIndex = GetPreference(last, possible.ToArray(), borderPixels);
indexes.Add(preferredIndex);
indexTest.Add(preferredIndex);
var vertices = new List<Vector2F>();
for (int index = 0; index < indexes.Count; index++)
vertices.Add(borderPixels[indexes[index]]);
return vertices.ToArray();
You can also apply some of these changes to GetPreference
.
edited 5 hours ago
answered 6 hours ago
Olivier Jacot-DescombesOlivier Jacot-Descombes
2,91012 silver badges19 bronze badges
2,91012 silver badges19 bronze badges
add a comment |
add a comment |
$begingroup$
Use enums When in the below snippet each index really means what the numbers stand for in the comments then you definitely need at least an enum
for that. This is so extremely fragile. Without these comments nobody ever would be able to decipher this logic.
///Relativity
/// 0 - Up
/// 1 - Up Right
/// 2 - Right
/// 3 - Down Right
/// 4 - Down
/// 5 - Down Left
/// 6 - Left
/// 7 - Up Left
for (int Index = 0; Index < Indices.Length; Index++)
$endgroup$
add a comment |
$begingroup$
Use enums When in the below snippet each index really means what the numbers stand for in the comments then you definitely need at least an enum
for that. This is so extremely fragile. Without these comments nobody ever would be able to decipher this logic.
///Relativity
/// 0 - Up
/// 1 - Up Right
/// 2 - Right
/// 3 - Down Right
/// 4 - Down
/// 5 - Down Left
/// 6 - Left
/// 7 - Up Left
for (int Index = 0; Index < Indices.Length; Index++)
$endgroup$
add a comment |
$begingroup$
Use enums When in the below snippet each index really means what the numbers stand for in the comments then you definitely need at least an enum
for that. This is so extremely fragile. Without these comments nobody ever would be able to decipher this logic.
///Relativity
/// 0 - Up
/// 1 - Up Right
/// 2 - Right
/// 3 - Down Right
/// 4 - Down
/// 5 - Down Left
/// 6 - Left
/// 7 - Up Left
for (int Index = 0; Index < Indices.Length; Index++)
$endgroup$
Use enums When in the below snippet each index really means what the numbers stand for in the comments then you definitely need at least an enum
for that. This is so extremely fragile. Without these comments nobody ever would be able to decipher this logic.
///Relativity
/// 0 - Up
/// 1 - Up Right
/// 2 - Right
/// 3 - Down Right
/// 4 - Down
/// 5 - Down Left
/// 6 - Left
/// 7 - Up Left
for (int Index = 0; Index < Indices.Length; Index++)
answered 31 mins ago
t3chb0tt3chb0t
38.1k7 gold badges61 silver badges142 bronze badges
38.1k7 gold badges61 silver badges142 bronze badges
add a comment |
add a comment |
$begingroup$
DRY Principle
As a small addendum on Olivier Jacot-Descombes' answer, I would like to add you should go for DRY code.
answer snippet:
"You have duplicated some cases. You have 12 instead of 8. Reordering the conditions in a logical way makes it easier: x-1, x, x+1 combined
with y-1, y, y+1."
This..
var current = BorderPixels[Index];
var last = BorderPixels[LastIndex];
if (Math.Abs(current.X - last.X) <= 1 && Math.Abs(current.Y - last.Y) <= 1)
Possible.Add(Index);
replaces..
if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
$endgroup$
add a comment |
$begingroup$
DRY Principle
As a small addendum on Olivier Jacot-Descombes' answer, I would like to add you should go for DRY code.
answer snippet:
"You have duplicated some cases. You have 12 instead of 8. Reordering the conditions in a logical way makes it easier: x-1, x, x+1 combined
with y-1, y, y+1."
This..
var current = BorderPixels[Index];
var last = BorderPixels[LastIndex];
if (Math.Abs(current.X - last.X) <= 1 && Math.Abs(current.Y - last.Y) <= 1)
Possible.Add(Index);
replaces..
if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
$endgroup$
add a comment |
$begingroup$
DRY Principle
As a small addendum on Olivier Jacot-Descombes' answer, I would like to add you should go for DRY code.
answer snippet:
"You have duplicated some cases. You have 12 instead of 8. Reordering the conditions in a logical way makes it easier: x-1, x, x+1 combined
with y-1, y, y+1."
This..
var current = BorderPixels[Index];
var last = BorderPixels[LastIndex];
if (Math.Abs(current.X - last.X) <= 1 && Math.Abs(current.Y - last.Y) <= 1)
Possible.Add(Index);
replaces..
if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
$endgroup$
DRY Principle
As a small addendum on Olivier Jacot-Descombes' answer, I would like to add you should go for DRY code.
answer snippet:
"You have duplicated some cases. You have 12 instead of 8. Reordering the conditions in a logical way makes it easier: x-1, x, x+1 combined
with y-1, y, y+1."
This..
var current = BorderPixels[Index];
var last = BorderPixels[LastIndex];
if (Math.Abs(current.X - last.X) <= 1 && Math.Abs(current.Y - last.Y) <= 1)
Possible.Add(Index);
replaces..
if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y + 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X - 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
else if (new Vector2F(BorderPixels[LastIndex].X + 1, BorderPixels[LastIndex].Y - 1) == BorderPixels[Index])
Possible.Add(Index);
edited 22 mins ago
answered 1 hour ago
dfhwzedfhwze
10.3k2 gold badges19 silver badges67 bronze badges
10.3k2 gold badges19 silver badges67 bronze badges
add a comment |
add a comment |
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$begingroup$
All green points seem to have at least one neighbour with the same color and all transparent points seem to have at least one neighbour being transparent. So, according to your definition there are no points in the result set. Your working example draws black lines that are not on a border. I'm a bit confused.
$endgroup$
– Olivier Jacot-Descombes
7 hours ago
$begingroup$
@OlivierJacot-Descombes first i dont know what you mean with green points the exemple is yellow second getting the points from the image is not in question, i have everything working i just want to know if the reorganization of the points can be optimized, and final in the exemple we have yellow so the way i get points is if a points is yellow see if any of the neighbours is transparent if yes then add to the border list if does not then do not add and in the point in question is transperent completely ignore
$endgroup$
– Bot Wade
7 hours ago
$begingroup$
Looking at HTML color codes and names I would say the color is very close to Tea Green.
$endgroup$
– Olivier Jacot-Descombes
7 hours ago
$begingroup$
@OlivierJacot-Descombes look that as nothing to do with the question so unless you have anything constructive to say please stop comenting
$endgroup$
– Bot Wade
7 hours ago
2
$begingroup$
@BotWade: don't be rude to people trying to help. The second picture, titled "working exemple", doesn't make much sense. The border lines are all over the place. I suggest you either update or remove the picture. Also, arguing over colors is unnecessary. Ever heard of colorblindness?
$endgroup$
– TomG
7 hours ago