A_Star | A* algorithm example -

 by   ATinyAnt JavaScript Version: Current License: No License

kandi X-RAY | A_Star Summary

kandi X-RAY | A_Star Summary

A_Star is a JavaScript library. A_Star has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

A* algorithm example
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              A_Star has a low active ecosystem.
              It has 4 star(s) with 7 fork(s). There are 1 watchers for this library.
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              It had no major release in the last 6 months.
              A_Star has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of A_Star is current.

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              A_Star has no bugs reported.

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              A_Star has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              A_Star does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
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              Without a license, all rights are reserved, and you cannot use the library in your applications.

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              A_Star releases are not available. You will need to build from source code and install.

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            A_Star Examples and Code Snippets

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            Community Discussions

            QUESTION

            Javascript Nightmare
            Asked 2021-Apr-01 at 21:52

            I am new to javascript and wanted to convert my python A* algorithm to a js version so I can use it in a website.

            I have tried to copy it over however I have run into an issue seen here:

            ...

            ANSWER

            Answered 2021-Apr-01 at 21:52

            Your add_edge is recursively calling itself. This leads to an infinite call stack that the program just can't put up with, thus throwing the stack overflow error (not to be confused with the company Stack Overflow :) ).

            I don't know what exactly you want with this, nor can I read your mind on what you want done here, but definitely don't call it recursively like that.

            If you find yourself needing it call itself again and again, then there are better alternatives, like window.setInterval or window.requestAnimationFrame that don't blow the stack.

            Otherwise, add a "return" statement before the recursive callback if a certain condition is met, or put the callback statement in a conditional that will/won't execute if a certain condition is met.

            Source https://stackoverflow.com/questions/66911708

            QUESTION

            Getting the Vertices numbers from an Edge
            Asked 2020-Oct-30 at 14:42

            I am using the shortest path algorithm from LightGraphs.jl. In the end I want to collect some information about the nodes along the path. In order to do that I need to be able to extract the vertices from the edges that the function gives back.

            ...

            ANSWER

            Answered 2020-Oct-30 at 14:42

            The accessors for AbstractEdge classes are src and dst, used like this:

            Source https://stackoverflow.com/questions/64608640

            QUESTION

            Visualizing a matrix in pygame to form a grid
            Asked 2020-Oct-21 at 07:46

            So I'm new to both pathfinding and and pygame but I'm trying to visualize the matrix into a grid in pygame. However, when I try the boxes get further and further away and it infinitely loops. So my question is how can i Get this to display a 4x4 grind like my matrix, with each square properly spaced? The code was split into 2 files. the main problem is in the second, I put the first here just for context. Also just theory is fine too I don't necessarily need a code solution just wann wrap my head around this.

            P.s. To any familiar with pygame is there anyway to get the Grid/grid.node() information from the pathfinder? thatd make this a bit easier i think

            ...

            ANSWER

            Answered 2020-Oct-21 at 07:46

            Your visualizeGrid function is a lot more than you actually need. I am not sure why you have all those variables (v,w,x,y,z), you only need an x and a y coordiante. If you only want to display the grid, here is a simple working solution:

            Source https://stackoverflow.com/questions/64456226

            QUESTION

            Why does my Tkinter Game of Life Implementation slow down progressively?
            Asked 2020-Jul-26 at 21:57

            EDIT:

            For anyone in the future having this problem:

            PLEASE check whether or not you have a block of code that creates object instances and remove that first before asking something similar.

            ** Start of the question:**

            I wanted to implement Conway's Game of Life with Tkinter. My code does seem to work, but everytime I start the app, it slows down until the canvas only updates like every second.

            I have already looked into similar questions, but the problem here is that in every single one of them, the people continuously created rectangles which obviously causes frame rate problems, but I changed that in my implementation (I initialize the canvas with ROWS*COLS rectangles, then only change their color).

            The main function that is responsible for updating the canvas is the "startConway()" - function. As you can see, i tried measuring the time (t0,t1,t2) to see whether or not one for loop is causing problems, but even though the canvas slows down, the times stay nearly constant and always under 20 ms.

            Is there something I do not know about Tkinter that hinders my progress? Or is my approach just far to slow? Where can improvements be made?

            If you want to try it out, just copy the code, then run it. On the canvas, click some pixels then finally to start the Conway game, click on a black pixel.

            Thanks in advance.

            Here is the code:

            ...

            ANSWER

            Answered 2020-Jul-26 at 21:20

            Every time you call getAliveNeighbors you create a new Cell instance. That creates a new rectangle on the canvas. You call this function 100 times every 50 milliseconds (10 rows times 10 columns). So, every second you are creating 2,000 new rectangles.

            The canvas has known performance issues once you get a few tens of thousands of objects on the canvas, which will happen pretty quickly at 2,000 rectangles per second.

            Source https://stackoverflow.com/questions/63105660

            QUESTION

            How do I make my A star search algorithm more efficient?
            Asked 2020-May-28 at 20:52

            I have a grid in matplotlib (20*20 or 40*40 based on user's choice) that contains data divided based on LatLong location. Each cell in that grid represents a 0.002 or 0.001 area (ex: [-70.55, 43.242] to [-70.548, 43.244]). The grid is coloured basesd on threshold value, say anything above 30 is green and anything below is red.

            I implemented the A start algorithm to go from one location (cell) to another on that graph while avoiding all green cells. The cost of traveling on a border of a green and red cell is 1.3 while the diagonal cost is 1.5, and traveling between two red cells is 1.

            I'm using the diagonal distance heuristic, and for each cell I'm getting all possible neighbours and setting their G value based on the threshold.

            Now I'm able to get a correct path most of the time, and for cells that are nearby, it runs at sub 1 sec. but when I go further it takes 14-18 seconds.

            I don't understand what wrong I'm doing here? I've been trying to figure out a way to improve it but failed.

            Here's a fragment of the algorithm. I would like to note that determining the accessible neighbours and setting the G value might not be issue here because each function call runs at around 0.02 - 0.03 seconds.

            Any advice is appreciated! Thanks

            ...

            ANSWER

            Answered 2020-May-28 at 14:28

            This part is very inefficient. For every neighbour you walk over two relatively large lists, this brings the overall complexity high very fast once the lists start to grow:

            Source https://stackoverflow.com/questions/62066807

            QUESTION

            Pygame seemingly crashes with no error message
            Asked 2020-May-21 at 20:11

            I'm working on creating an AI to play the classic game Snake, and have implemented it somewhat successfully, however every so often the program crashes upon reaching its target. I'm using a modified version of A* for pathfinding and pygame for the graphics.

            ...

            ANSWER

            Answered 2020-May-21 at 19:15

            Replace all your (x*SCALEX,y*SCALEY,SCALEX,SCALEY) to (int(x*SCALEX),int(y*SCALEY),int(SCALEX),int(SCALEY))

            Source https://stackoverflow.com/questions/61941958

            QUESTION

            How could I add a safe_zone around my obstacles or around my robot?
            Asked 2019-Nov-16 at 21:47

            I'm working on this A_star algorithm in Python and when the algorithm avoids the obstacles, I need to create a safe_zone around the obstacles or the robot itself, until when the robot passes near to the obstacle, there will be no chance to hit the obstacle. So, how could I add this safe_zone? Any assistance, please?

            My code is shown below:

            ...

            ANSWER

            Answered 2019-Nov-16 at 21:47

            The typical way to achieve this is to inflate the obstacles before doing the search.

            Suppose your robot is circular with a radius of 25 cm. If the robot center is less than 25 cm from the obstacle, the edge of the robot will hit the obstacle, right? Thus you enlarge (inflate) the obstacle by 25 cm (meaning that any point closer than 25 cm from the original obstacle becomes itself an obstacle) so that you can plan the motion of the center of the robot.

            If you want an additional safety margin of, for instance, 10 cm (that is, the edge of the robot further than 10 cm from the obstacle), you can inflate the obstacle by 35 cm instead of 25.

            For Non-circular Robots, the obstacle should be inflated by at least half of the longest axis to be sure that there is no collision with the obstacles. For example, if Robot's shape is 50x80, the obstacles should be inflated by 80/2 = 40 to ensure that the trajectory is safe.

            Also, note that the obstacle inflation method works best for circular/square shaped robots. For Rectangular Robots/Robots which have one longer axis, it can be problematic in the case when the Grid Map around the robot has narrow passages where even though the Robot could realistically pass through it, obstacle inflation can make it infeasible.

            This obstacle inflation can be done programmatically using morphology operations on the map considered as an image. See for instance dilation in scikit-image.morphology.

            Source https://stackoverflow.com/questions/57702870

            QUESTION

            A* Pathfinder in C++
            Asked 2019-May-18 at 07:33

            I am trying to write an A* pathfinder to learn C++ and am struggling with a specific bug.

            These are the features/assumptions of the program:

            • The path contains "walls" which cannot be passed
            • All paths cost the same value (1)
            • Diagonal movement is allowed
            • Only one goal

            Here is my code:

            ...

            ANSWER

            Answered 2019-May-18 at 07:33

            This constructor body is totally messed up, you are reading from member this->parent which is always initialized to nullptr (by the brace-or-equal-initializer).

            Source https://stackoverflow.com/questions/56196685

            QUESTION

            Include header file of external library in another header file
            Asked 2019-Feb-18 at 05:33

            Currently I have the following project structure, where the libs directory purpose is to store external C libraries that I download from github because they are not available on my OS's repos:

            ...

            ANSWER

            Answered 2019-Feb-18 at 05:33

            Because you don't specify libs_include_dirs for cli.c to build, compiler don't know how to search pqueue/pqueue.h.

            Change your meson.build to include libs_include_dirs.

            Source https://stackoverflow.com/questions/54739163

            QUESTION

            [JAVA} A-Star code isn't finding optimal Path
            Asked 2018-Oct-14 at 21:49

            I'm trying to code A* search algorithm but I can't seem to get it to work. I'm copying the pseudocode from wikipedia. My code seems to just search every possible node. Here's my showPath() function:

            ...

            ANSWER

            Answered 2018-Oct-14 at 21:49

            If you look at this picure, you have to notice that, with Manhatten distance, all of the paths from start to the goal has equal distances. This will cause that, you will visit all.

            Change your distance to Euclidean Distance.

            Source https://stackoverflow.com/questions/52803506

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