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Maze generator algorithm c#
Maze generator algorithm c#







maze generator algorithm c# maze generator algorithm c#

If you do it this way, you won't need any hacks such as the three different ones that have been suggested here so far (two of which don't seem likely to be applicable in the "I've blocked my UI thread, now what?" scenario anyway). Since they need to be set up before you start executing the asynchronous work, this is typically not a problem it comes for free. The only caveat is that whichever of those classes you're using, the instance of that class needs to be created on the UI thread. The UI thread receives an update, adds the data to the visuals, and then goes back to waiting for the next update.īackgroundWorker and Progress both provide built-in mechanisms for automatically marshalling data back to the UI thread. every rectangle, every ten rectangles, whatever). In either case, your algorithm runs in a different thread, passing updates to the UI thread periodically (e.g. However, the two most commonly used and most likely to be appropriate techniques are to use BackgroundWorker, or Task.Run() in combination with the Progress class. There are lots of alternatives and without a more detailed question there's no way to know what would be the best approach in your case. The right way to fix that is, don't do that. Consider the space for a maze being a large grid of cells (like a large chess board), each cell starting with four walls. Frequently implemented with a stack, this approach is one of the simplest ways to generate a maze using a computer. Just as in the case with Winforms, where people are tempting to call methods like Refresh() or Application.DoEvents(), the real problem here is that you're blocking the UI thread. This algorithm is a randomized version of the depth-first search algorithm. There was a separate program to read in the maze and play. Memory was only 4K so I had a 'dungeon generator' that would create the maze and fill it with stuff, then save it to tape. However, from your description it sounds as though the maze-generating algorithm is executing in the UI thread, blocking the UI from updating itself. Yep, that's the same 'trace then backtrack to fill in' algorithm I used way, way back on my Ohio Scientific (PET look-alike) to generate random dungeons.

maze generator algorithm c#

The problem may be I am doing something illegal with the vector but I can't see it.Without a good Minimal, Complete, and Verifiable code example to show clearly what you're doing, it's impossible to know for sure what the best answer here is. I've been learning C++ for the past few months now but I haven't ventured into the STL very much. I've already gotten most of it down but I'm having a problem debugging the actual generation algorithm I've implemented. I am attempting to create a simple console maze generator in C++ for a school project.









Maze generator algorithm c#