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Confusing Java syntax

I'm trying to convert the following code (from Wikipedia) from Java to JavaScript:

/*
 * 3 June 2003, [[:en:User:Cyp]]:
 *     Maze, generated by my algorithm
 * 24 October 2006, [[:en:User:quin]]:
 *     Source edited for clarity
 * 25 January 2009, [[:en:User:DebateG]]:
 *     Source edited again for clarity and reusability
 * 1 June 2009, [[:en:User:Nandhp]]:
 *     Source edited to produce SVG file when run from the command-line
 *
 * This program was originally written by [[:en:User:Cyp]], who
 * attached it to the image description page for an image generated by
 * it on en.wikipedia. The image was licensed under CC-BY-SA-3.0/GFDL.
 */

import java.awt.*;
import java.applet.*;
import java.util.Random;

/* Define the bit masks */
class Constants {
    public static final int WALL_ABOVE = 1;
    public static final int WALL_BELOW = 2;
    public static final int WALL_LEFT = 4;
    public static final int WALL_RIGHT = 8;
    public static final int QUEUED = 16;
    public static final int IN_MAZE = 32;
}

public class Maze extends java.applet.Applet {
    /* The width and height (in cells) of the maze */
    private int width;
    private int height;
    private int maze[][];
    private static final Random rnd = new Random();

    /* The width in pixels of each cell */
    private int cell_width;

    /* Construct a Maze with the default width, height, and cell_width */
    public Maze() {
 this(20,20,10);
    }

    /* Construct a Maze with specified width, height, and cell_width */
    public Maze(int width, int height, int cell_width) {
 this.width = width;
 this.height = height;
 this.cell_width = cell_width;
    }

    /* Initialization method that will be called when the program is
     * run from the command-line. Maze will be written as SVG file. */
    public static void main(String[] args) {
 Maze m = new Maze();
 m.createMaze();
 m.printSVG();
    }

    /* Initialization method that will be called when the program is
     * run as an applet. Maze will be displayed on-screen. */
    public void init() {
 createMaze();
    }

    /* The maze generation algorithm. */
    private void createMaze(){
 int x, y, n, d;
 int dx[] = { 0, 0, -1, 1 };
 int dy[] = { -1, 1, 0, 0 };

 int todo[] = new int[height * width], todonum = 0;

 /* We want to create a maze on a grid. */
 maze = new int[width][height];

 /* We start with a grid full of walls. */
 for (x = 0; x < width; ++x) {
     for (y = 0; y < height; ++y) {
  if (x == 0 || x == width - 1 || y == 0 || y == height - 1) {
      maze[x][y] = Constants.IN_MAZE;
  } else {
      maze[x][y] = 63;
  }
     }
 }

 /* Select any square of the grid, to start with. */
 x = 1 + rnd.nextInt (width - 2);
 y = 1 + rnd.nextInt (height - 2);

 /* Mark this square as connected to the maze. */
 maze[x][y] &= ~48;

 /* Remember the surrounding squares, as we will */
 for (d = 0; d < 4; ++d) {
     if ((maze[][d][][d] & Constants.QUEUED) != 0) {
  /* want to connect them to the maze. */              
  todo[todonum++] = ((x + dx[d]) << Constants.QUEUED) | (y + dy[d]);
  maze[][d][][d] &= ~Constants.QUEUED;
     }
 }

 /* We won't be finished until all is connected. */
 while (todonum > 0) {
     /* We select one of the squares next to the maze. */
     n = rnd.nextInt (todonum);
     x = todo[n] >> 16; /* the top 2 bytes of the data */
     y = todo[n] & 65535; /* the bottom 2 bytes of the data */

     /* We will connect it, so remove it from the queue. */
     todo[n] = todo[--todonum];

     /* Select a direction, which leads to the maze. */
     do {
  d = rnd.nextInt (4);
     }
     while ((maze[][d][][d] & Constants.IN_MAZE) != 0);

     /* Connect this square to the maze. */
     maze[x][y] &= ~((1 << d) | Constants.IN_MAZE);
     maze[][d][][d] &= ~(1 << (d ^ 1));

     /* Remember the surrounding squares, which aren't */
     for (d = 0; d < 4; ++d) {
  if ((maze[][d][][d] & Constants.QUEUED) != 0) {      
      /* connected to the maze, and aren't yet queued to be. */
      todo[todonum++] = ((x + dx[d]) << Constants.QUEUED) | (y + dy[d]);
      maze[][d][][d] &= ~Constants.QUEUED;
  }
     }
            /* Repeat until finished. */
        }

        /* Add an entrance and exit. */
        maze[1][1] &= ~Constants.WALL_ABOVE; 
        maze[width - 2][height - 2] &= ~Constants.WALL_BELOW;
    }

    /* Called by the applet infrastructure to display the maze on-screen. */
    public void paint(Graphics g) {
 drawMaze(g);
    }

    /* Called to write the maze to an SVG file. */
    public void printSVG() {
 System.out.format("<svg width=\"%d\" height=\"%d\" version=\"1.1\""
     + " xmlns=\"http://www.w3.org/2000/svg\">\n",
     width*cell_width, height*cell_width);
 System.out.println("  <g stroke=\"black\" stroke-width=\"1\""
      + " stroke-linecap=\"round\">");
 drawMaze(null);
 System.out.println("  </g>\n</svg>");
    }

    /* Main maze-drawing loop. */
    public void drawMaze(Graphics g) {
        int x, y;

        for (x = 1; x < width - 1; ++x) {
            for (y = 1; y < height - 1; ++y) {
                if ((maze[x][y] & Constants.WALL_ABOVE) != 0)
      drawLine(      x * cell_width,       y * cell_width,
        (x + 1) * cell_width,       y * cell_width, g);
                if ((maze[x][y] & Constants.WALL_BELOW) != 0)
      drawLine(      x * cell_width, (y + 1) * cell_width,
        (x + 1) * cell_width, (y + 1) * cell_width, g);
                if ((maze[x][y] & Constants.WALL_LEFT) != 0)
      drawLine(      x * cell_width,       y * cell_width,
              x * cell_width, (y + 1) * cell_width, g);
                if ((maze[x][y] & Constants.WALL_RIGHT) != 0)
      drawLine((x + 1) * cell_width,       y * cell_width,
        (x + 1) * cell_width, (y + 1) * cell_width, g);
     }
 }
    }

    /* Draw a line, either in the SVG file or on the screen. */
    public void drawLine(int x1, int y1, int x2, int y2, Graphics g) {
 if ( g != null ) g.drawLine(x1, y1, x2, y2);
 else System.out.format("    <line x1=\"%d\" y1=\"%d\""
          + " x2=\"%d\" y2=\"%d\" />\n", x1, y1, x2, y2);
    }
}

Anyway, I was chugging along fairly quickly when I came to a bit that I just don't understand:

 /* Remember the surrounding squares, as we will */
 for (var d = 0; d < 4; ++d) {
     if ((maze[][d][][d] & Constants.QUEUED) != 0) {
  /* want to connect them to the maze. */              
  todo[todonum++] = ((x + dx[d]) << Constants.QUEUED) | (y + dy[d]);
  maze[][d][][d] &= ~Constants.QUEUED;
     }
 }

What I don't get is why there are four sets of brackets following the "maze" parameter instead of just two, since "maze" is a two dimensional array, not a four dimensional array.

I'm sure there's a good reason for this. Problem is, I just don't get it.

Thanks!

like image 629
posfan12 Avatar asked Jan 07 '11 03:01

posfan12


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1 Answers

To simply correct the syntax, this answer is as good as any. However to fix the algorithm, Leon's has more insight there.


Looks to me like the code is wrong having two too many sets of square brackets. maze is declared and initialized as a 2-dimensional int array. There's no reason it should have more than that. Perhaps the result of a misinformed or buggy code generator?

Just remove the preceding, empty square brackets [] (or ][) from the array accesses and you'll be set.

like image 192
Jeff Mercado Avatar answered Sep 23 '22 00:09

Jeff Mercado