Reputation: 525
I'm trying to implement Monte Carlo Simulation in C# windows form application using Weighted Quick Union With Path Compression method. Firstly I take gridSize
and then generate a grid equals to gridSize * gridSize
and consists of black background labels that represent sites, then I randomly union some sites and make their background in white. The problem is whenever I run the project, I get the whole sites in black -no matter how many times I try-, but if I added breakpoints and proceeded step by step, I get some white sites as intended!!!
Here is the code:
public partial class Form1 : Form
{
int gridSize = 0;
byte siteSize = 50;
FlowLayoutPanel flowLayoutPanel;
UnionFind uf;
int randomFirstNumber;
int randomSecondNumber;
string labelName = string.Empty;
Random rnd = new Random();
int numberOfAttempts;
Label label;
HashSet<int> excludeHashSet = new HashSet<int>();
public Form1()
{
InitializeComponent();
}
private void setGridSizeButton_Click(object sender, EventArgs e)
{
if (!string.IsNullOrEmpty(gridSizeTextbox.Text) && int.TryParse(gridSizeTextbox.Text, out gridSize))
{
if (gridSize > 0)
{
var flowLayoutPanel = createFlowLayoutPanelAndLabels();
setGridSizeButton.Enabled = false;
gridSizeTextbox.Enabled = false;
randomlyUnionSitesAndWhiteThem();
}
}
}
private void reset_Click(object sender, EventArgs e)
{
setGridSizeButton.Enabled = true;
gridSizeTextbox.Enabled = true;
gridSizeTextbox.Text = string.Empty;
flowLayoutPanel.Dispose();
excludeHashSet = new HashSet<int>();
gridSizeTextbox.Focus();
}
private FlowLayoutPanel createFlowLayoutPanelAndLabels()
{
flowLayoutPanel = new FlowLayoutPanel();
flowLayoutPanel.Name = "flowLayoutPanel";
flowLayoutPanel.Location = new Point(30, 60);
flowLayoutPanel.Size = new Size(gridSize, gridSize);
flowLayoutPanel.BorderStyle = BorderStyle.Fixed3D;
flowLayoutPanel.Width = siteSize * gridSize + 10 * gridSize;
flowLayoutPanel.Height = siteSize * gridSize + 10 * gridSize;
for (int i = 0; i < gridSize * gridSize; i++)
{
var label = new Label();
label.Text = "";
label.Name = i.ToString();
label.Width = siteSize;
label.Height = siteSize;
label.BackColor = Color.Black;
label.Margin = new Padding(3);
label.BorderStyle = BorderStyle.FixedSingle;
flowLayoutPanel.Controls.Add(label);
}
this.Controls.Add(flowLayoutPanel);
return flowLayoutPanel;
}
private void randomlyUnionSitesAndWhiteThem()
{
uf = new UnionFind(gridSize * gridSize);
numberOfAttempts = rnd.Next(0, gridSize * gridSize);
for (int i = 0; i < numberOfAttempts; i++)
{
randomFirstNumber = getRandomNumber(0, gridSize * gridSize, excludeHashSet);
randomSecondNumber = getRandomNumber(0, gridSize * gridSize, excludeHashSet);
labelName = uf.union(randomFirstNumber, randomSecondNumber).ToString();
if (Convert.ToInt16(labelName) > -1)
{
label = (Label)flowLayoutPanel.Controls.Find(labelName, false).First();
label.BackColor = Color.White;
excludeHashSet.Add(Convert.ToInt16(labelName));
}
}
}
private int getRandomNumber(int min, int max, HashSet<int> excludes)
{
int randomNumber;
do
{
var range = Enumerable.Range(min, max).Where(i => !excludes.Contains(i));
var rand = new Random();
int index = rand.Next(0, max - excludes.Count);
randomNumber = range.ElementAt(index);
}
while (excludes.Any(x => x == randomNumber));
return randomNumber;
}
}
And this is my Union
method:
class UnionFind
{
.....
public int union(int firstNumber, int secondNumber)
{
firstNumber = getRoot(firstNumber);
secondNumber = getRoot(secondNumber);
if (firstNumber == secondNumber)
{
return -1;
}
if (sizes[firstNumber] < sizes[secondNumber])
{
array[firstNumber] = secondNumber;
sizes[secondNumber] += sizes[firstNumber];
return array[firstNumber];
}
else
{
array[secondNumber] = firstNumber;
sizes[firstNumber] += sizes[secondNumber];
return array[secondNumber];
}
}
.....
}
Upvotes: 1
Views: 191
Reputation: 525
I figured out the reason for the strange behavior. This happens when using Random
class inside a loop so many times. This can be solved with multiple methods.
For example System.Threading.Thread.Sleep(10);
. Here you are making loop sleep for n milliseconds.
private int getRandomNumber(int min, int max, HashSet<int> excludes)
{
int randomNumber;
do
{
System.Threading.Thread.Sleep(10);
...
This can also be achieved using System.Timers.Timer
which will yield the same result. Also this method is more suited for such problem.
System.Timers.Timer myTimer = new System.Timers.Timer();
private void percolateEverySecond()
{
myTimer.Elapsed += new ElapsedEventHandler(percolateForTimer); //this is the function that will be executed every myTimer.Interval
myTimer.Interval = 1000;
myTimer.Enabled = true;
}
private void percolateForTimer(object source, ElapsedEventArgs e)
{
//randomly white site, then union it with surrounding sites
...
}
private void Start_Click(object sender, EventArgs e)
{
...
percolateEverySecond();
}
See this for more information about System.Threading.Thread.Sleep()
vs System.Timers.Timer
.
Also, note that the above code in the question have a huge room for improvements, but as a general rule, you should make every function responsible for only one specific task "Single Responsibility Principle".
Upvotes: 0
Reputation: 331
You have declared a new Random object in your getRandomNumber method who is always giving you the same value; if you use your atribute rnd instead it's works.
Upvotes: 1
Reputation: 331
You just have to call to this.Refresh() method at the end of your randomlyUnionSitesAndWhiteThem() method ;)
Upvotes: 0