I have written a map like this:
unordered_multimap<Point, int, StrHash, StrCompare> map
StrHash()
is to create hashcode and StrCompare()
is to solve the hashcode collision.
but I want to do something as follow:
A and B have different hashcode value,but A equal to B, then run the StrCompare()
method. how can I do that,just like Point A(220,119)
and Point B(220,220)
have different hashcode. Can I overload hashcode equal method
to make A == B
?
In my case, I want to get the Points
,which compare with each others (abs(a.x - b.x) + abs(a.y - b.y) < 3)
. just like, Point(220,220)(220,119)(220,118)(220,220)
my code is as follow:
#include <opencv2/core/core.hpp>
#include <opencv2/imgproc/imgproc.hpp>
#include <opencv2/highgui/highgui.hpp>
#include <iostream>
#include <math.h>
#include <string>
using std::string;
#include <unordered_map>
using std::unordered_multimap;
using namespace std;
using namespace cv;
class StrHash{
public:
size_t operator()(const Point a) const {
return a.x * 1000 + a.y;
}
};
class StrCompare{
public:
bool operator()(const Point& a, const Point& b) const {
if (abs(a.x - b.x) + abs(a.y - b.y) < 3) {
return true;
}
else
return false;
}
};
int main()
{
unordered_multimap<Point, int, StrHash, StrCompare> map;
map.insert(make_pair(Point(30, 120), 1));
map.insert(make_pair(Point(220, 120), 2));
map.insert(make_pair(Point(220, 120), 3));
map.insert(make_pair(Point(220, 120), 4));
map.insert(make_pair(Point(220, 119), 5));
map.insert(make_pair(Point(30, 120), 6));
unordered_multimap<Point, int, StrCompare>::iterator iter1;
unordered_multimap<Point, int, StrCompare>::iterator iter2;
for (iter1 = map.begin(); iter1 != map.end();)//
{
int num = map.count((*iter1).first);
iter2 = map.find((*iter1).first);
if (num > 2) {
for (int i = 1; i <= num; i++)
{
cout << (*iter2).first << " " << i << endl;
iter2++;
}
iter1++;
}
else {
iter1++;
}
}
}
Got to say this as it's so much easier if your error tolerance will allow it: you could just round your values to the nearest multiple of 2 or 3.
MarkB's suggestion of using a vector
is excellent... just listing some others for the intellectual interest.
It is possible to get the functionality you want using an unordered_map
, but not very cleanly: you'll need the map-using code to orchestrate the logic for approximate equality. First, the equality function must check for actual equality:
struct PointCompare{
bool operator()(const Point& a, const Point& b) const {
return a.x == b.x && a.y == b.y;
}
};
Then, you'll need a support function like this:
template <class Map>
auto approx_find(Map& map, const Point& point) -> decltype(map.begin())
{
decltype(map.end()) it;
for (int x_offset = -2; x_offset <= 2, ++x_offset)
for (int y_offset = -2; y_offset <= 2, ++y_offset)
if (abs(x_offset) + abs(y_offset) < 3 &&
(it = map.find({point.x + x_offset, point.y + y_offset})) != map.end())
return it;
return map.end();
}
Then, you can use the returned iterator to see if Point
you're thinking of inserting will be a duplicate, as well as for lookup, erase
ing etc..
Note that the performance will not be great. Each approx_find
is effectively searching around the Point
argument as follows:
<------------- X axis -------------->
^
| 0,-2
| -1,-1 0,-1 1,-1
Y axis -2,0 -1,0 0,0 1,0, 2,0
| -1,1 0,1 1,1
| 0,2
v
All up, that's 13 lookups - scattered more-or-less randomly around the hash table's buckets so not particularly cache friendly - instead of the usual 1.
A completely different option is to use an unordered_multimap
to keep track of the Point
s in a general area of the graph - close enough that they might satisfy the <3
proximity test. For example:
std::unordered_multimap<Point, Point> areas;
Point p = { ...whatever... };
// keys for nearby points:
Point around[] = { { (p.x - 2) / 3 * 3, (p.y - 2) / 3 * 3 },
{ (p.x + 2) / 3 * 3, (p.y - 2) / 3 * 3 },
{ (p.x - 2) / 3 * 3, (p.y + 2) / 3 * 3 },
{ (p.x + 2) / 3 * 3, (p.y + 2) / 3 * 3 } };
For each of the four around[]
entries, do a find
in the multimap
to see if there's an exact or approximate match: that reduces the 13 table probes to just 4. Each multimap
key won't ever map to more than 2 entries, as the only non-approximate-clash would be for two Points
at opposite corners of an area.