You are given a node structure having four different types of pointer to keep track of previous, next, top and bottom nodes. Data is saved in data portion of the node.
You are required to create a linked list.enter image description here
Related
I am trying to do the following:
Let's say this is the initial graph: Initial Graph
I want to get all the blue nodes between red nodes and connect them to a new yellow node. I want to do this for every blue node area seperated by red nodes.
What I am trying to tell: The Result I Want
I want to do this without creating redundant yellow nodes and unnecessary traversals. Also, I want to do this in a single query, if it is possible.
Initially I achieved creating yellow nodes and connecting them by getting paths which start with a red node and end with another red node. However, this solution led to creating redundant yellow nodes since there are some areas seperated by 3 or more red nodes. For instance if a blue node area is seperated by 3 red nodes, this solution finds 3 different paths in that area, therefore creates 3 different yellow nodes. So I had to delete redundant yellow nodes in another query which was terrible in terms of efficiency.
After that, I tried using apoc expand functions, however they require minLevel and maxLevel parameters which again leads to finding more than one path in a blue node area.
In short, the real question is how can I achieve getting each blue node area as a single path without compromising efficiency?
Edit: I also tried creating a yellow node for each blue node directly connected to the red node near it and then connected the other blue nodes to the yellow node if they are reachable through blue nodes, however this query also takes too much time.
As far as I am concerned matching paths like the following query affects time efficiency too negatively:
MATCH path = (:YELLOW)-[link*]-(:BLUE)-[:CONNECTION]-(:RED)
WHERE single(x IN nodes(path) WHERE x:RED)
//Then connect nodes in path to the yellow node if there is no connection
Any suggestions?
I have modelled a cube and i have a cylinder inside the cube. I want to assign two different sections for the cube and the cylinder. I am unable to select the cylinder to assign a section. The whole cube gets selected always. Could someone please help me?
The part must be partitioned into multiple regions and each one assigned the appropriate section.
If the part is 2D (for which the section would define the thickness), you will partition the face by any method that results in multiple faces
If the part is 3D, you must create cell partitions, since a region of a 3D solid is a cell. This can be done by tools-->partition, type: cell. To define more complicated regions, shape-->shell--->extrude, create a shell from sketch to extrude through the part (keep internal boundaries), then remove any face that isn’t part of a cell.
In Xcode's SpriteKit, a "Tile Set" is a collection of "Tile Groups".
In the editor, these Tile Groups appear in a certain order (top to bottom) based on the order in which you created them.
Two questions:
Is there a way to RE-ORDER the Tile Groups within a Tile Set? I've tried dragging them within the Set, but that doesn't work.
When I DELETE one of the Tile Groups, it causes a problem in all scenes using that Tile Set. Specifically, it appears that any Tile Groups that are later (lower) in the list than the one I delete shift in the scenes to be ONE GREATER than their previous position. E.g., what used to appear as Tile Group #12 will now appear as Tile Group #13, and so on.
I've search here in SO and via Google but have not seen anyone describe this.
Thanks.
Is there a possiblity to get the parent element of the current element.
Fx: I have a two column FCE and in this two column FCE I will place a custom image element. For performance reasones I would like to render the image only as big as necessary. If the special image elememt is in a two column element the image can be smaller as it must be outside of the two column element.
Until now I did not find a way to solve this problem.
Id of parent record is always stored in {record.tx_flux_parent} - however, you may need to manually transfer the {record} variable since this does not happen automatically.
I have a ImageList assigned in Stateimages of a Virtual Treeview.
How can I change the stateindex of a root node? I can't find anything.
Thank you for your help.
You need to implement the OnGetImageIndex event. There you can set the var ImageIndex to the index of your image in the ImageList.
Should you need to only apply to root nodes, you can check if the nodes parent = nil.
From the help:
10.1.2.104 TBaseVirtualTree.OnGetImageIndex Event
property OnGetImageIndex: TVTGetImageEvent; Description
This event is triggered whenever the tree needs the index of an image,
be it the normal, the selected or the state image. The event should
be as fast as possible because it is at times frequently
called when the layout of the node must be determined, e.g.
while doing draw selection with the mouse or painting the tree. Kind
determines which image is needed and Column determines for which
column of the node the image is needed. This value can be
-1 to indicate there is no column used. The parameter Ghosted can be set to true to blend the image 50% against the tree
background and can be used for instance in explorer trees to
mark hidden file system objects. Additionally nodes are also
drawn with a ghosted icon if the are part of a cut set during a
pending cut-to-clipboard operation. In this case changing the ghosted
parameter has no effect. Notes Blending nodes can be switched by using
toUseBlendImages in TreeOptions.PaintOptions. Class