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Скачать или смотреть Solving A* Pathfinding Problems in Java with Processing

  • vlogize
  • 2025-09-23
  • 2
Solving A* Pathfinding Problems in Java with Processing
A* Pathfinding problems Processing(Java)javaprocessinga star
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Описание к видео Solving A* Pathfinding Problems in Java with Processing

Discover how to efficiently implement A* pathfinding in Java using Processing. Learn solutions to common issues, optimizations, and best practices for complex grids.
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This video is based on the question https://stackoverflow.com/q/63487449/ asked by the user 'xImperiak' ( https://stackoverflow.com/u/14131521/ ) and on the answer https://stackoverflow.com/a/63487901/ provided by the user 'harold' ( https://stackoverflow.com/u/555045/ ) at 'Stack Overflow' website. Thanks to these great users and Stackexchange community for their contributions.

Visit these links for original content and any more details, such as alternate solutions, latest updates/developments on topic, comments, revision history etc. For example, the original title of the Question was: A* Pathfinding problems Processing(Java)

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The original Question post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license, and the original Answer post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license.

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Solving A* Pathfinding Problems in Java with Processing: A Comprehensive Guide

Programming can be challenging, especially when implementing algorithms like A* for pathfinding in a game. One common problem developers face is that their code works fine for simple paths but encounters freezing issues and inefficient performance for more complex routes. This post addresses such problems and offers solid solutions to enhance your pathfinding technique in Java using the Processing environment.

The Problem

In your A* pathfinding implementation, you may have encountered the following issues:

Performance issues: When testing on a 54x46 grid, the size of closedSet can balloon to over 70,000, leading to program freezing.

Pathfinding logic: Your code processes nodes multiple times due to an incorrect equality check, which hinders the algorithm’s efficiency.

You noted that the wall function’s behavior can change depending on the heights of colliding tiles. This raises questions on whether it's the cause of the inefficiencies encountered.

Solution Explained

To address the challenges faced in your A* implementation, we'll break down the solution into manageable sections.

1. Implementing Equality

The first step to solving the oversized closedSet issue lies in how you're checking for node equality. In Java, the default behavior compares object references. However, for your application, you need logical equality based on the x and y coordinates of the Spot class instances.

Add Equals and HashCode Methods:

[[See Video to Reveal this Text or Code Snippet]]

By adding these methods, your algorithm can correctly identify and skip closed nodes, greatly reducing unnecessary processing.

2. Optimize Data Structures

Use HashSet for Closed List

Switch from ArrayList to HashSet for the closed list. This change will make contains checks significantly faster (O(1) vs. O(n)), enhancing overall performance.

Consider Binary Heaps

For the open set, consider implementing a custom binary heap structure along with a HashMap. This allows for efficient insertions, deletions, and lookups:

HashMap: Maps the (x, y) coordinates to the index in the heap.

Custom Heap: Maintains the priority queue manually, allowing updates when a node’s priority changes.

3. Ensure Proper Successor Finding

The method for finding successors must be efficient and clear. Make sure you’re retrieving only relevant tiles and handle edge cases carefully to avoid unnecessary complexity. Scrutinizing the logic here can prevent slowdowns.

4. Wall Function Considerations

It's noted that A* can manage cases where a spot is accessible from one direction but not another. Your wall function is acceptable; however, make sure that the heuristics correctly account for the distances and walls around nodes being evaluated.

Conclusion

Implementing A* pathfinding is no small feat, especially when striving for a smooth and efficient game experience. By making small adjustments—like implementing equals/hashCode, optimizing your data structures, and ensuring your logic is sound—you can greatly enhance the performance of your pathfinding algorithm.

Remember, meaningful optimization and code improvements are part of the programming journey! Don’t hesitate to revisit your logic and make iterative refinements—each change can lead to a more responsive and sophisticated game.

By following these recommendations, you should see reduced freezing and improved pathfinding efficiency. Happy coding!

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