On Sat, 2 May 2020, Hans Hagen wrote:
On 5/1/2020 11:38 PM, Aditya Mahajan wrote:
On Fri, 1 May 2020, Hans Hagen wrote:
On 5/1/2020 6:12 AM, Jairo A. del Rio wrote:
I've adapted the following code to make mazes in LuaLaTeX and ConTeXt: https://www.rosettacode.org/wiki/Maze_generation#Lua
I defined a modified version to make content visible to TeX and I saved in a file named maze.lua:
function make_maze_tex(w, h, m) w = w or 16 h = h or 8
local map = initialize_grid(w*2+1, h*2+1)
function walk(x, y) map[y][x] = false
local d = { 1, 2, 3, 4 } shuffle(d) for i, dirnum in ipairs(d) do local xx = x + dirs[dirnum].x local yy = y + dirs[dirnum].y if map[yy] and map[yy][xx] then map[avg(y, yy)][avg(x, xx)] = false walk(xx, yy) end end end
walk(math.random(1, w)*2, math.random(1, h)*2)
...ext/tex/texmf-context/tex/context/base/mkiv/supp-ran.lua:30: C stack overflow Why does it happen? I guess it has something to do with math.randomseed, but I don't know how to avoid this error message. no, it's just lua running out of stack space so it depends on the binary (and als the initial random value)
But why is it running out of stack? Isn't the walk function tail recursive, in which case it should not cause a stack overflow (https://www.lua.org/pil/6.3.html). not really tail recursive: that is only true when it's the last action and return is used and it nests very deep
function foo(...) ... return foo(...) end
versus
function foo(...) ... if something then foo(...) end end
Thanks for the clarification. If you or anyone else is going to play around with generating mazes, definitely take a look at http://www.mazesforprogrammers.com/ and the live demos here: https://weblog.jamisbuck.org/2011/2/7/maze-generation-algorithm-recap Aditya