// See LICENSE for license details. //************************************************************************** // Towers of Hanoi benchmark //-------------------------------------------------------------------------- // // Towers of Hanoi is a classic puzzle problem. The game consists of // three pegs and a set of discs. Each disc is a different size, and // initially all of the discs are on the left most peg with the smallest // disc on top and the largest disc on the bottom. The goal is to move all // of the discs onto the right most peg. The catch is that you are only // allowed to move one disc at a time and you can never place a larger // disc on top of a smaller disc. // // This implementation starts with NUM_DISC discs and uses a recursive // algorithm to sovel the puzzle. #include "util.h" // This is the number of discs in the puzzle. #define NUM_DISCS 7 //-------------------------------------------------------------------------- // List data structure and functions struct Node { int val; struct Node* next; }; struct List { int size; struct Node* head; }; struct List g_nodeFreeList; struct Node g_nodePool[NUM_DISCS]; int list_getSize( struct List* list ) { return list->size; } void list_init( struct List* list ) { list->size = 0; list->head = 0; } void list_push( struct List* list, int val ) { struct Node* newNode; // Pop the next free node off the free list newNode = g_nodeFreeList.head; g_nodeFreeList.head = g_nodeFreeList.head->next; // Push the new node onto the given list newNode->next = list->head; list->head = newNode; // Assign the value list->head->val = val; // Increment size list->size++; } int list_pop( struct List* list ) { struct Node* freedNode; int val; // Get the value from the->head of given list val = list->head->val; // Pop the head node off the given list freedNode = list->head; list->head = list->head->next; // Push the freed node onto the free list freedNode->next = g_nodeFreeList.head; g_nodeFreeList.head = freedNode; // Decrement size list->size--; return val; } void list_clear( struct List* list ) { while ( list_getSize(list) > 0 ) list_pop(list); } //-------------------------------------------------------------------------- // Tower data structure and functions struct Towers { int numDiscs; int numMoves; struct List pegA; struct List pegB; struct List pegC; }; void towers_init( struct Towers* this, int n ) { int i; this->numDiscs = n; this->numMoves = 0; list_init( &(this->pegA) ); list_init( &(this->pegB) ); list_init( &(this->pegC) ); for ( i = 0; i < n; i++ ) list_push( &(this->pegA), n-i ); } void towers_clear( struct Towers* this ) { list_clear( &(this->pegA) ); list_clear( &(this->pegB) ); list_clear( &(this->pegC) ); towers_init( this, this->numDiscs ); } void towers_solve_h( struct Towers* this, int n, struct List* startPeg, struct List* tempPeg, struct List* destPeg ) { int val; if ( n == 1 ) { val = list_pop(startPeg); list_push(destPeg,val); this->numMoves++; } else { towers_solve_h( this, n-1, startPeg, destPeg, tempPeg ); towers_solve_h( this, 1, startPeg, tempPeg, destPeg ); towers_solve_h( this, n-1, tempPeg, startPeg, destPeg ); } } void towers_solve( struct Towers* this ) { towers_solve_h( this, this->numDiscs, &(this->pegA), &(this->pegB), &(this->pegC) ); } int towers_verify( struct Towers* this ) { struct Node* ptr; int numDiscs = 0; if ( list_getSize(&this->pegA) != 0 ) { return 2; } if ( list_getSize(&this->pegB) != 0 ) { return 3; } if ( list_getSize(&this->pegC) != this->numDiscs ) { return 4; } for ( ptr = this->pegC.head; ptr != 0; ptr = ptr->next ) { numDiscs++; if ( ptr->val != numDiscs ) { return 5; } } if ( this->numMoves != ((1 << this->numDiscs) - 1) ) { return 6; } return 0; } //-------------------------------------------------------------------------- // Main int main( int argc, char* argv[] ) { struct Towers towers; int i; // Initialize free list list_init( &g_nodeFreeList ); g_nodeFreeList.head = &(g_nodePool[0]); g_nodeFreeList.size = NUM_DISCS; g_nodePool[NUM_DISCS-1].next = 0; g_nodePool[NUM_DISCS-1].val = 99; for ( i = 0; i < (NUM_DISCS-1); i++ ) { g_nodePool[i].next = &(g_nodePool[i+1]); g_nodePool[i].val = i; } towers_init( &towers, NUM_DISCS ); // If needed we preallocate everything in the caches #if PREALLOCATE towers_solve( &towers ); #endif // Solve it towers_clear( &towers ); setStats(1); towers_solve( &towers ); setStats(0); // Check the results return towers_verify( &towers ); }