Recursively create a tree in Rust Planned maintenance scheduled April 23, 2019 at 23:30UTC (7:30pm US/Eastern) Announcing the arrival of Valued Associate #679: Cesar Manara Unicorn Meta Zoo #1: Why another podcast?2D Convex hull exerciseSaving nested JSON to db, inferring order and record deletionBasic binary tree manipulation in RustSICP exercise 2.28 - counting leaves in a tree (recursive process)Binary Tree Implementation in RustAVL Tree implementation in RustNtree: a reimplementation of the tree utilityRed-black tree in RustAdvent of Code 2018 Day 13 - Detect mine cart collisionsTic Tac Toe game in Python 3.X using tkinter GUI version 2

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Recursively create a tree in Rust



Planned maintenance scheduled April 23, 2019 at 23:30UTC (7:30pm US/Eastern)
Announcing the arrival of Valued Associate #679: Cesar Manara
Unicorn Meta Zoo #1: Why another podcast?2D Convex hull exerciseSaving nested JSON to db, inferring order and record deletionBasic binary tree manipulation in RustSICP exercise 2.28 - counting leaves in a tree (recursive process)Binary Tree Implementation in RustAVL Tree implementation in RustNtree: a reimplementation of the tree utilityRed-black tree in RustAdvent of Code 2018 Day 13 - Detect mine cart collisionsTic Tac Toe game in Python 3.X using tkinter GUI version 2



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0












$begingroup$


This code is meant to take a rectangular area, and randomly divide it up into smaller rectangles in a binary tree.



I'm somewhat new to Rust.



I'm concerned mostly about the create_subrooms function. I've tried lots of other permutations, but I can't find any more elegant way of writing this, and it still looks pretty ugly in my opinion.



Some specific questions I have:



  • Would it be poor form to have the function take ownership of root, modify it and return it? This would mean I could create the tree in a single line instead of creating the Room, creating it's children and then explicitly assigning it to the left/right of it's parent

  • Would I be better off having the function accept four size parameters, instead of creating the root Room beforehand and passing a reference? Or would that be too verbose?

This struct represents a node in the tree:



struct Room 
x: u32,
y: u32,
end_x: u32,
end_y: u32,
left: Option<Rc<Room>>>,
right: Option<Rc<Room>>,



And this function takes a previously created root Room, and recursively generates its children:



fn create_subrooms(&mut self, root: &mut Room, depth: u32) 
if depth < self.max_rec_depth && self.is_valid_size(root)
let mut left: Room;
let mut right: Room;

// Horizontal and Vertical are the direction along which, the
// rectangle is split, and the new boundaries are randomly chosen
// perpendicular to that
match rand::random::<Direction>()
Vertical =>
let cut = self.rng.gen_range(root.x, root.end_x);

// Not including the 'new' method for brevity,
// but it's form is (x, y, end_x, end_y)
// children are None by default
left = Room::new(root.x, root.y, cut, root.end_y);
right = Room::new(cut, root.y, root.end_x, root.end_y);

Horizontal =>
let cut = self.rng.gen_range(root.y, root.end_y);

left = Room::new(root.x, root.y, root.end_x, cut);
right = Room::new(root.x, cut, root.end_x, root.end_y);

;

self.create_subrooms(&mut left, depth + 1);
root.left = Some(Rc::new(left));

self.create_subrooms(&mut right, depth + 1);
root.right = Some(Rc::new(right));




The self parameters are from a Builder struct which is used to customise how the area is divided.










share|improve this question







New contributor




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$endgroup$


















    0












    $begingroup$


    This code is meant to take a rectangular area, and randomly divide it up into smaller rectangles in a binary tree.



    I'm somewhat new to Rust.



    I'm concerned mostly about the create_subrooms function. I've tried lots of other permutations, but I can't find any more elegant way of writing this, and it still looks pretty ugly in my opinion.



    Some specific questions I have:



    • Would it be poor form to have the function take ownership of root, modify it and return it? This would mean I could create the tree in a single line instead of creating the Room, creating it's children and then explicitly assigning it to the left/right of it's parent

    • Would I be better off having the function accept four size parameters, instead of creating the root Room beforehand and passing a reference? Or would that be too verbose?

    This struct represents a node in the tree:



    struct Room 
    x: u32,
    y: u32,
    end_x: u32,
    end_y: u32,
    left: Option<Rc<Room>>>,
    right: Option<Rc<Room>>,



    And this function takes a previously created root Room, and recursively generates its children:



    fn create_subrooms(&mut self, root: &mut Room, depth: u32) 
    if depth < self.max_rec_depth && self.is_valid_size(root)
    let mut left: Room;
    let mut right: Room;

    // Horizontal and Vertical are the direction along which, the
    // rectangle is split, and the new boundaries are randomly chosen
    // perpendicular to that
    match rand::random::<Direction>()
    Vertical =>
    let cut = self.rng.gen_range(root.x, root.end_x);

    // Not including the 'new' method for brevity,
    // but it's form is (x, y, end_x, end_y)
    // children are None by default
    left = Room::new(root.x, root.y, cut, root.end_y);
    right = Room::new(cut, root.y, root.end_x, root.end_y);

    Horizontal =>
    let cut = self.rng.gen_range(root.y, root.end_y);

    left = Room::new(root.x, root.y, root.end_x, cut);
    right = Room::new(root.x, cut, root.end_x, root.end_y);

    ;

    self.create_subrooms(&mut left, depth + 1);
    root.left = Some(Rc::new(left));

    self.create_subrooms(&mut right, depth + 1);
    root.right = Some(Rc::new(right));




    The self parameters are from a Builder struct which is used to customise how the area is divided.










    share|improve this question







    New contributor




    JMac is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
    Check out our Code of Conduct.







    $endgroup$














      0












      0








      0





      $begingroup$


      This code is meant to take a rectangular area, and randomly divide it up into smaller rectangles in a binary tree.



      I'm somewhat new to Rust.



      I'm concerned mostly about the create_subrooms function. I've tried lots of other permutations, but I can't find any more elegant way of writing this, and it still looks pretty ugly in my opinion.



      Some specific questions I have:



      • Would it be poor form to have the function take ownership of root, modify it and return it? This would mean I could create the tree in a single line instead of creating the Room, creating it's children and then explicitly assigning it to the left/right of it's parent

      • Would I be better off having the function accept four size parameters, instead of creating the root Room beforehand and passing a reference? Or would that be too verbose?

      This struct represents a node in the tree:



      struct Room 
      x: u32,
      y: u32,
      end_x: u32,
      end_y: u32,
      left: Option<Rc<Room>>>,
      right: Option<Rc<Room>>,



      And this function takes a previously created root Room, and recursively generates its children:



      fn create_subrooms(&mut self, root: &mut Room, depth: u32) 
      if depth < self.max_rec_depth && self.is_valid_size(root)
      let mut left: Room;
      let mut right: Room;

      // Horizontal and Vertical are the direction along which, the
      // rectangle is split, and the new boundaries are randomly chosen
      // perpendicular to that
      match rand::random::<Direction>()
      Vertical =>
      let cut = self.rng.gen_range(root.x, root.end_x);

      // Not including the 'new' method for brevity,
      // but it's form is (x, y, end_x, end_y)
      // children are None by default
      left = Room::new(root.x, root.y, cut, root.end_y);
      right = Room::new(cut, root.y, root.end_x, root.end_y);

      Horizontal =>
      let cut = self.rng.gen_range(root.y, root.end_y);

      left = Room::new(root.x, root.y, root.end_x, cut);
      right = Room::new(root.x, cut, root.end_x, root.end_y);

      ;

      self.create_subrooms(&mut left, depth + 1);
      root.left = Some(Rc::new(left));

      self.create_subrooms(&mut right, depth + 1);
      root.right = Some(Rc::new(right));




      The self parameters are from a Builder struct which is used to customise how the area is divided.










      share|improve this question







      New contributor




      JMac is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.







      $endgroup$




      This code is meant to take a rectangular area, and randomly divide it up into smaller rectangles in a binary tree.



      I'm somewhat new to Rust.



      I'm concerned mostly about the create_subrooms function. I've tried lots of other permutations, but I can't find any more elegant way of writing this, and it still looks pretty ugly in my opinion.



      Some specific questions I have:



      • Would it be poor form to have the function take ownership of root, modify it and return it? This would mean I could create the tree in a single line instead of creating the Room, creating it's children and then explicitly assigning it to the left/right of it's parent

      • Would I be better off having the function accept four size parameters, instead of creating the root Room beforehand and passing a reference? Or would that be too verbose?

      This struct represents a node in the tree:



      struct Room 
      x: u32,
      y: u32,
      end_x: u32,
      end_y: u32,
      left: Option<Rc<Room>>>,
      right: Option<Rc<Room>>,



      And this function takes a previously created root Room, and recursively generates its children:



      fn create_subrooms(&mut self, root: &mut Room, depth: u32) 
      if depth < self.max_rec_depth && self.is_valid_size(root)
      let mut left: Room;
      let mut right: Room;

      // Horizontal and Vertical are the direction along which, the
      // rectangle is split, and the new boundaries are randomly chosen
      // perpendicular to that
      match rand::random::<Direction>()
      Vertical =>
      let cut = self.rng.gen_range(root.x, root.end_x);

      // Not including the 'new' method for brevity,
      // but it's form is (x, y, end_x, end_y)
      // children are None by default
      left = Room::new(root.x, root.y, cut, root.end_y);
      right = Room::new(cut, root.y, root.end_x, root.end_y);

      Horizontal =>
      let cut = self.rng.gen_range(root.y, root.end_y);

      left = Room::new(root.x, root.y, root.end_x, cut);
      right = Room::new(root.x, cut, root.end_x, root.end_y);

      ;

      self.create_subrooms(&mut left, depth + 1);
      root.left = Some(Rc::new(left));

      self.create_subrooms(&mut right, depth + 1);
      root.right = Some(Rc::new(right));




      The self parameters are from a Builder struct which is used to customise how the area is divided.







      beginner rust






      share|improve this question







      New contributor




      JMac is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.











      share|improve this question







      New contributor




      JMac is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.









      share|improve this question




      share|improve this question






      New contributor




      JMac is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.









      asked 12 mins ago









      JMacJMac

      1




      1




      New contributor




      JMac is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.





      New contributor





      JMac is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.






      JMac is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.




















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