probably something really stupid but.... I have created a 2 classes
public class PegBoard
{
public int Status;
}
public class BFSPegBoardNode
{
public PegBoard[,] BFSBoard;
public int rowFrom;
public int colFrom;
}
I have created a new object of this type
BFSPegBoardNode CurrentNode = new BFSPegBoardNode ();
push it on a Queue
MyMoveQueue.Enq ueue(CurrentNod e);
then deQueue later on
CurrentNode = (BFSPegBoardNod e)(MyMoveQueue. Dequeue());
What is happening is that the objects that exist on the queue are being
changed when i edit CurrentNode
Keep in mind... i am looking at CurrentNode... Enqueueing... Still edit
CurrentNode... then trying to push a seaparate instance.. is this not how it
works? is the queue just a queue of pointers or is my object declaration
wrong?
public class PegBoard
{
public int Status;
}
public class BFSPegBoardNode
{
public PegBoard[,] BFSBoard;
public int rowFrom;
public int colFrom;
}
I have created a new object of this type
BFSPegBoardNode CurrentNode = new BFSPegBoardNode ();
push it on a Queue
MyMoveQueue.Enq ueue(CurrentNod e);
then deQueue later on
CurrentNode = (BFSPegBoardNod e)(MyMoveQueue. Dequeue());
What is happening is that the objects that exist on the queue are being
changed when i edit CurrentNode
Keep in mind... i am looking at CurrentNode... Enqueueing... Still edit
CurrentNode... then trying to push a seaparate instance.. is this not how it
works? is the queue just a queue of pointers or is my object declaration
wrong?
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