astar | 🗺️ A JavaScript implementation of A * algorithm

 by   lowlighter JavaScript Version: v1.0 License: MIT

kandi X-RAY | astar Summary

kandi X-RAY | astar Summary

astar is a JavaScript library typically used in User Interface applications. astar has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

️ A JavaScript implementation of A* algorithm.
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            kandi-support Support

              astar has a low active ecosystem.
              It has 28 star(s) with 3 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 0 open issues and 2 have been closed. On average issues are closed in 3 days. There are 5 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of astar is v1.0

            kandi-Quality Quality

              astar has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              astar is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              astar releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.

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            astar Key Features

            No Key Features are available at this moment for astar.

            astar Examples and Code Snippets

            No Code Snippets are available at this moment for astar.

            Community Discussions

            QUESTION

            Missing item from Python List when counting execution time for A* Pathfinding algorithm
            Asked 2022-Apr-08 at 19:15

            I have built an A* Pathfinding algorithm that finds the best route from Point A to Point B, there is a timer that starts and ends post execute of the algorithm and the path is draw, this is parsed to a global variable. so it is accessable when i run the alogrithm more than once (to gain an average time).

            the global variable gets added to a list, except when i run the algorithm 5 times, only 4 values get added (I can see 5 times being recorded as the algorithm prints the time after completion). when displaying the list it always misses the first time, and only has times 2,3,4,5 if i run the algorithm 5 times. here is main.py

            ...

            ANSWER

            Answered 2022-Apr-08 at 19:15

            EDIT:

            the misterious 5th print is coming from this line, of course

            Source https://stackoverflow.com/questions/71801858

            QUESTION

            Enemy Pathfinding with A* (AStar) & Unity
            Asked 2022-Mar-28 at 14:45

            How do I make an enemy stop at a certain distance from the player rather than going right to it? I want to create a ranged unit. I can do the enemy attacks, I just don't want the enemy to go directly to the player. I have a custom AI script on my enemy using the AStar pathfinding package -

            ...

            ANSWER

            Answered 2022-Mar-28 at 14:45

            The correct way would be to not search for a specific node, but any node within some distance from the target, or any node within some distance and with a direct line of sight.

            It looks like the AStar pathfinding library should have functions for things like that. There is for example a GetNearest overload that takes a constraint that might work. Or the maxNearestNodeDistance field. But I'm not familiar with that library, so I have difficulty providing specific suggestions.

            Another alternative would be to just write your own implementation. This is not trivial, but also not overly complex, and there are plenty of resources explaining algorithms like A*. You will probably not reach feature parity with a commercial library, but you might only need fairly simple functionality. It might also be useful as a learning exercise to get better knowledge on how AI and path finding works.

            Source https://stackoverflow.com/questions/71648997

            QUESTION

            What does poll() method returns if i use it with PriorityQueue and comparable interface
            Asked 2022-Mar-23 at 09:15

            I'm using PriorityQueue and i've implemented comparable class, with compareTo method,

            Now i want to know if my queue is sorted, if i use poll() method will this return the queue of the minimum costSum?

            Class: State.java

            ...

            ANSWER

            Answered 2022-Mar-23 at 09:15

            Now i want to know if my queue is sorted, if i use poll() method will this return the queue of the minimum costSum?

            The Javadoc describes this:

            The head of this queue is the least element with respect to the specified ordering. ... The queue retrieval operations poll, remove, peek, and element access the element at the head of the queue.

            So, yes, it is the minimum element.

            Note, however, that the queue isn't internally sorted: if you print a priority queue, you may note that they do not appear in ascending order. The elements are simply stored in an order with the heap property, which allows efficient updating of the data structure once the minimum element is removed.

            Source https://stackoverflow.com/questions/71584261

            QUESTION

            Depth-First-Search, Backtracking when constraint failed
            Asked 2022-Feb-15 at 18:46

            So, I do understand depth-first-search is not appropriate for this problem and something like UCS or Astar would be a lot better, just attempting to see if it is possible with a DFS approach.

            I need to find a path within a cost budget, my approach using dfs is to keep the cost to get to the next node in the stack as they get pushed, and if going to the next node exceeds, it ignores does not push.

            The problem I am facing is that when the budget is exceeded, I am struggling to find a way to set the nodes that have led to this path to be set back as unvisited so newer paths can consider them. I feel it has something to do with setting visited/unvisited properly and have tested a couple but in a bigger graph input, it always fails to find a path within constraint (Have confirmed that it exist using other methods)

            ...

            ANSWER

            Answered 2022-Feb-15 at 18:46

            Here is a modified version of your code, with a test case, that addresses the issue(s) in your question.

            Assumptions:

            • The graph is directed, with edges as per adj_list;
            • The graph may have cycles (hence the desire to track a prior encounter using visited);
            • We want to traverse the graph using DFS.

            Key logic:

            • Append start node to stack with waiting_for_adj_list flag set to False
            • In the DFS loop, pop a node from stack and either (1) mark it as visited, re-append it to stack with waiting_for_adj_list flag set to True and append its children to stack (subject to detection of a cycle or a broken budget) or (2) reset visited status for the node and its children.
            • Exit early upon reaching end node at or under budget.

            Note that I have taken some liberties in type usage (list instead of deque for stack, dict instead of list for parent and visited, maybe a couple of others) to avoid complexity and/or complications outside the focus of your question.

            Source https://stackoverflow.com/questions/71118127

            QUESTION

            Constraint associated type of a generic associated type
            Asked 2021-Dec-30 at 19:33

            I have a type Builder with a Generic Associated Type (GAT) InstanceForBuilder<'a>. I'd like to write a function (build_with_42_for_bool) that constraints the Builder to only those cases where Builder::InstanceForBuilder<'a>::InstanceProperty == bool (for all 'a).

            I've been playing around for a while to get the syntax around this for <'a> right, but haven't been able to make this work.

            The lifetime can't be a template argument of the function itself, because the reference only lives inside it.

            Is this possible at all yet, given that GAT is an unstable feature?

            playground

            ...

            ANSWER

            Answered 2021-Dec-30 at 19:33

            The correct syntax to do what you want is:

            Source https://stackoverflow.com/questions/70531785

            QUESTION

            Bloxorz a-Star Search
            Asked 2021-Dec-12 at 13:08

            I am struggling to implement a-Star algorithm on Bloxorz game. Which the goal is reach the end using 1 x 1 x 2 block. I implement the algorithm but it is inconsistent. Sometimes it doesn't give the shortest solution. For example:

            ...

            ANSWER

            Answered 2021-Dec-12 at 12:45

            Assuming everything else in your implementation is correct, it's just because your heuristic is not admissible.

            Consider the maze:

            Source https://stackoverflow.com/questions/70318318

            QUESTION

            Using the 'astar' function of OrientDB: an SQL call in Java
            Asked 2021-Dec-07 at 23:33

            I'm using OrientDB to represent large city maps and calculate the shortest traversal times between a pair of nodes when the need arises. I have the following method:

            ...

            ANSWER

            Answered 2021-Dec-07 at 23:33

            Turns out the error had nothing to do with the bracket itself. Passing the "direction='OUT'" and "customHeuristicFormula='EUCLIDEAN'" parameters in as part of the string was the problem. The below block did the trick.

            Source https://stackoverflow.com/questions/70255040

            QUESTION

            React changing text of child on button hover
            Asked 2021-Nov-19 at 06:04

            I want to change the text of a child function component when I hover over a button of my parent class component. I'm having trouble accessing the prop though in the child component and getting null. Any help is appreciated

            parent component:

            ...

            ANSWER

            Answered 2021-Nov-19 at 05:03

            As @Rajesh has mentioned in a comment, you are passing props to your AlgoExplaination (sic) component incorrectly like this:

            Source https://stackoverflow.com/questions/70029923

            QUESTION

            How fetch all data and parse using meta in scrapy?
            Asked 2021-Jul-05 at 14:49

            I want to save all of the data in a json file. how can i parse my data using meta? I don't know my meta format is ok or not. finally yield the all of the data (which i through by meta and which i parse_v) in a json file help me to out this problem, please.

            now i add full code. hope so you find out my problem

            ...

            ANSWER

            Answered 2021-Jul-05 at 08:10

            Here is the answer according to your question:

            If you want to transfer data from one parse methon to another using meta, you need to create key for each value and injected each key-value pair in Request using meta ,after all, in parse_v method, you have to create key newly and to grab previous key using response.meta and it's the new key-value pairs to yield data like 'Category': response.meta['cat']

            Source https://stackoverflow.com/questions/68230846

            QUESTION

            Astar Pathfinding Project setting z position of AI agent to incorrect values in 2D project
            Asked 2021-Jun-14 at 02:09

            I'm working on a 2D game in Unity and am using the A* Pathfinding Package from Aron Granberg.

            Everything appears to be working fine. AIPaths are being generated and AI Agents are navigating from point to point and avoiding obstacles as expected. It's fine except for one thing.

            The position.z of the AI Agent is incorrect.

            The spawn origin of the AI Agent has a z of 0, and the target point has a z of 0, yet the AI Agent's z fluctuates between -9 and -1 as it traverses the path. The path itself appears to have a z position of 0 at each waypoint.

            I haven't modified the code in the package at all and just followed the documentation when setting it up for 2D.

            Any ideas what could be causing this?

            NOTE: I haven't included a screenshot of it, but the prefab that is being spawned in as the AI Agent has a transform position of (0,0,0).

            The A-star pathfinder object:

            The AI Agent object (note that the Z pos is not 0):

            The spawn point object that sets the spawn for the AI agent:

            The destination target object that the AI Agent is heading to:

            ...

            ANSWER

            Answered 2021-Jun-14 at 02:09

            In case anyone else runs into this problem.

            The fix was to add a Rigidbody2D to my AI Agent and set the gravity scale to 0.

            Even though my game doesn't use Unity's physics system for movement and the Astar package can move AI agents by transform, for some reason it requires a Rigidbody to keep the Z position at 0.

            I'm still not really sure why this solves the problem because, when I was debugging the third-party Astar code, it always returned nextPosition values with a Z position of 0 yet the actual position that the AI Agent was updated to had varying Z positions...

            If you have more info, leave a comment and I'll add it to the answer.

            Source https://stackoverflow.com/questions/67955043

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

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