lemon/elevator.h
author Peter Kovacs <kpeter@inf.elte.hu>
Thu, 12 Nov 2009 23:26:13 +0100
changeset 806 fa6f37d7a25b
parent 559 c5fd2d996909
child 1124 d51126dc39fa
permissions -rw-r--r--
Entirely rework CapacityScaling (#180)

- Use the new interface similarly to NetworkSimplex.
- Rework the implementation using an efficient internal structure
for handling the residual network. This improvement made the
code much faster (up to 2-5 times faster on large graphs).
- Handle GEQ supply type (LEQ is not supported).
- Handle negative costs for arcs of finite capacity.
(Note that this algorithm cannot handle arcs of negative cost
and infinite upper bound, thus it returns UNBOUNDED if such
an arc exists.)
- Extend the documentation.
     1 /* -*- mode: C++; indent-tabs-mode: nil; -*-
     2  *
     3  * This file is a part of LEMON, a generic C++ optimization library.
     4  *
     5  * Copyright (C) 2003-2009
     6  * Egervary Jeno Kombinatorikus Optimalizalasi Kutatocsoport
     7  * (Egervary Research Group on Combinatorial Optimization, EGRES).
     8  *
     9  * Permission to use, modify and distribute this software is granted
    10  * provided that this copyright notice appears in all copies. For
    11  * precise terms see the accompanying LICENSE file.
    12  *
    13  * This software is provided "AS IS" with no warranty of any kind,
    14  * express or implied, and with no claim as to its suitability for any
    15  * purpose.
    16  *
    17  */
    18 
    19 #ifndef LEMON_ELEVATOR_H
    20 #define LEMON_ELEVATOR_H
    21 
    22 ///\ingroup auxdat
    23 ///\file
    24 ///\brief Elevator class
    25 ///
    26 ///Elevator class implements an efficient data structure
    27 ///for labeling items in push-relabel type algorithms.
    28 ///
    29 
    30 #include <lemon/core.h>
    31 #include <lemon/bits/traits.h>
    32 
    33 namespace lemon {
    34 
    35   ///Class for handling "labels" in push-relabel type algorithms.
    36 
    37   ///A class for handling "labels" in push-relabel type algorithms.
    38   ///
    39   ///\ingroup auxdat
    40   ///Using this class you can assign "labels" (nonnegative integer numbers)
    41   ///to the edges or nodes of a graph, manipulate and query them through
    42   ///operations typically arising in "push-relabel" type algorithms.
    43   ///
    44   ///Each item is either \em active or not, and you can also choose a
    45   ///highest level active item.
    46   ///
    47   ///\sa LinkedElevator
    48   ///
    49   ///\param GR Type of the underlying graph.
    50   ///\param Item Type of the items the data is assigned to (\c GR::Node,
    51   ///\c GR::Arc or \c GR::Edge).
    52   template<class GR, class Item>
    53   class Elevator
    54   {
    55   public:
    56 
    57     typedef Item Key;
    58     typedef int Value;
    59 
    60   private:
    61 
    62     typedef Item *Vit;
    63     typedef typename ItemSetTraits<GR,Item>::template Map<Vit>::Type VitMap;
    64     typedef typename ItemSetTraits<GR,Item>::template Map<int>::Type IntMap;
    65 
    66     const GR &_g;
    67     int _max_level;
    68     int _item_num;
    69     VitMap _where;
    70     IntMap _level;
    71     std::vector<Item> _items;
    72     std::vector<Vit> _first;
    73     std::vector<Vit> _last_active;
    74 
    75     int _highest_active;
    76 
    77     void copy(Item i, Vit p)
    78     {
    79       _where[*p=i] = p;
    80     }
    81     void copy(Vit s, Vit p)
    82     {
    83       if(s!=p)
    84         {
    85           Item i=*s;
    86           *p=i;
    87           _where[i] = p;
    88         }
    89     }
    90     void swap(Vit i, Vit j)
    91     {
    92       Item ti=*i;
    93       Vit ct = _where[ti];
    94       _where[ti] = _where[*i=*j];
    95       _where[*j] = ct;
    96       *j=ti;
    97     }
    98 
    99   public:
   100 
   101     ///Constructor with given maximum level.
   102 
   103     ///Constructor with given maximum level.
   104     ///
   105     ///\param graph The underlying graph.
   106     ///\param max_level The maximum allowed level.
   107     ///Set the range of the possible labels to <tt>[0..max_level]</tt>.
   108     Elevator(const GR &graph,int max_level) :
   109       _g(graph),
   110       _max_level(max_level),
   111       _item_num(_max_level),
   112       _where(graph),
   113       _level(graph,0),
   114       _items(_max_level),
   115       _first(_max_level+2),
   116       _last_active(_max_level+2),
   117       _highest_active(-1) {}
   118     ///Constructor.
   119 
   120     ///Constructor.
   121     ///
   122     ///\param graph The underlying graph.
   123     ///Set the range of the possible labels to <tt>[0..max_level]</tt>,
   124     ///where \c max_level is equal to the number of labeled items in the graph.
   125     Elevator(const GR &graph) :
   126       _g(graph),
   127       _max_level(countItems<GR, Item>(graph)),
   128       _item_num(_max_level),
   129       _where(graph),
   130       _level(graph,0),
   131       _items(_max_level),
   132       _first(_max_level+2),
   133       _last_active(_max_level+2),
   134       _highest_active(-1)
   135     {
   136     }
   137 
   138     ///Activate item \c i.
   139 
   140     ///Activate item \c i.
   141     ///\pre Item \c i shouldn't be active before.
   142     void activate(Item i)
   143     {
   144       const int l=_level[i];
   145       swap(_where[i],++_last_active[l]);
   146       if(l>_highest_active) _highest_active=l;
   147     }
   148 
   149     ///Deactivate item \c i.
   150 
   151     ///Deactivate item \c i.
   152     ///\pre Item \c i must be active before.
   153     void deactivate(Item i)
   154     {
   155       swap(_where[i],_last_active[_level[i]]--);
   156       while(_highest_active>=0 &&
   157             _last_active[_highest_active]<_first[_highest_active])
   158         _highest_active--;
   159     }
   160 
   161     ///Query whether item \c i is active
   162     bool active(Item i) const { return _where[i]<=_last_active[_level[i]]; }
   163 
   164     ///Return the level of item \c i.
   165     int operator[](Item i) const { return _level[i]; }
   166 
   167     ///Return the number of items on level \c l.
   168     int onLevel(int l) const
   169     {
   170       return _first[l+1]-_first[l];
   171     }
   172     ///Return true if level \c l is empty.
   173     bool emptyLevel(int l) const
   174     {
   175       return _first[l+1]-_first[l]==0;
   176     }
   177     ///Return the number of items above level \c l.
   178     int aboveLevel(int l) const
   179     {
   180       return _first[_max_level+1]-_first[l+1];
   181     }
   182     ///Return the number of active items on level \c l.
   183     int activesOnLevel(int l) const
   184     {
   185       return _last_active[l]-_first[l]+1;
   186     }
   187     ///Return true if there is no active item on level \c l.
   188     bool activeFree(int l) const
   189     {
   190       return _last_active[l]<_first[l];
   191     }
   192     ///Return the maximum allowed level.
   193     int maxLevel() const
   194     {
   195       return _max_level;
   196     }
   197 
   198     ///\name Highest Active Item
   199     ///Functions for working with the highest level
   200     ///active item.
   201 
   202     ///@{
   203 
   204     ///Return a highest level active item.
   205 
   206     ///Return a highest level active item or INVALID if there is no active
   207     ///item.
   208     Item highestActive() const
   209     {
   210       return _highest_active>=0?*_last_active[_highest_active]:INVALID;
   211     }
   212 
   213     ///Return the highest active level.
   214 
   215     ///Return the level of the highest active item or -1 if there is no active
   216     ///item.
   217     int highestActiveLevel() const
   218     {
   219       return _highest_active;
   220     }
   221 
   222     ///Lift the highest active item by one.
   223 
   224     ///Lift the item returned by highestActive() by one.
   225     ///
   226     void liftHighestActive()
   227     {
   228       Item it = *_last_active[_highest_active];
   229       ++_level[it];
   230       swap(_last_active[_highest_active]--,_last_active[_highest_active+1]);
   231       --_first[++_highest_active];
   232     }
   233 
   234     ///Lift the highest active item to the given level.
   235 
   236     ///Lift the item returned by highestActive() to level \c new_level.
   237     ///
   238     ///\warning \c new_level must be strictly higher
   239     ///than the current level.
   240     ///
   241     void liftHighestActive(int new_level)
   242     {
   243       const Item li = *_last_active[_highest_active];
   244 
   245       copy(--_first[_highest_active+1],_last_active[_highest_active]--);
   246       for(int l=_highest_active+1;l<new_level;l++)
   247         {
   248           copy(--_first[l+1],_first[l]);
   249           --_last_active[l];
   250         }
   251       copy(li,_first[new_level]);
   252       _level[li] = new_level;
   253       _highest_active=new_level;
   254     }
   255 
   256     ///Lift the highest active item to the top level.
   257 
   258     ///Lift the item returned by highestActive() to the top level and
   259     ///deactivate it.
   260     void liftHighestActiveToTop()
   261     {
   262       const Item li = *_last_active[_highest_active];
   263 
   264       copy(--_first[_highest_active+1],_last_active[_highest_active]--);
   265       for(int l=_highest_active+1;l<_max_level;l++)
   266         {
   267           copy(--_first[l+1],_first[l]);
   268           --_last_active[l];
   269         }
   270       copy(li,_first[_max_level]);
   271       --_last_active[_max_level];
   272       _level[li] = _max_level;
   273 
   274       while(_highest_active>=0 &&
   275             _last_active[_highest_active]<_first[_highest_active])
   276         _highest_active--;
   277     }
   278 
   279     ///@}
   280 
   281     ///\name Active Item on Certain Level
   282     ///Functions for working with the active items.
   283 
   284     ///@{
   285 
   286     ///Return an active item on level \c l.
   287 
   288     ///Return an active item on level \c l or \ref INVALID if there is no such
   289     ///an item. (\c l must be from the range [0...\c max_level].
   290     Item activeOn(int l) const
   291     {
   292       return _last_active[l]>=_first[l]?*_last_active[l]:INVALID;
   293     }
   294 
   295     ///Lift the active item returned by \c activeOn(level) by one.
   296 
   297     ///Lift the active item returned by \ref activeOn() "activeOn(level)"
   298     ///by one.
   299     Item liftActiveOn(int level)
   300     {
   301       Item it =*_last_active[level];
   302       ++_level[it];
   303       swap(_last_active[level]--, --_first[level+1]);
   304       if (level+1>_highest_active) ++_highest_active;
   305     }
   306 
   307     ///Lift the active item returned by \c activeOn(level) to the given level.
   308 
   309     ///Lift the active item returned by \ref activeOn() "activeOn(level)"
   310     ///to the given level.
   311     void liftActiveOn(int level, int new_level)
   312     {
   313       const Item ai = *_last_active[level];
   314 
   315       copy(--_first[level+1], _last_active[level]--);
   316       for(int l=level+1;l<new_level;l++)
   317         {
   318           copy(_last_active[l],_first[l]);
   319           copy(--_first[l+1], _last_active[l]--);
   320         }
   321       copy(ai,_first[new_level]);
   322       _level[ai] = new_level;
   323       if (new_level>_highest_active) _highest_active=new_level;
   324     }
   325 
   326     ///Lift the active item returned by \c activeOn(level) to the top level.
   327 
   328     ///Lift the active item returned by \ref activeOn() "activeOn(level)"
   329     ///to the top level and deactivate it.
   330     void liftActiveToTop(int level)
   331     {
   332       const Item ai = *_last_active[level];
   333 
   334       copy(--_first[level+1],_last_active[level]--);
   335       for(int l=level+1;l<_max_level;l++)
   336         {
   337           copy(_last_active[l],_first[l]);
   338           copy(--_first[l+1], _last_active[l]--);
   339         }
   340       copy(ai,_first[_max_level]);
   341       --_last_active[_max_level];
   342       _level[ai] = _max_level;
   343 
   344       if (_highest_active==level) {
   345         while(_highest_active>=0 &&
   346               _last_active[_highest_active]<_first[_highest_active])
   347           _highest_active--;
   348       }
   349     }
   350 
   351     ///@}
   352 
   353     ///Lift an active item to a higher level.
   354 
   355     ///Lift an active item to a higher level.
   356     ///\param i The item to be lifted. It must be active.
   357     ///\param new_level The new level of \c i. It must be strictly higher
   358     ///than the current level.
   359     ///
   360     void lift(Item i, int new_level)
   361     {
   362       const int lo = _level[i];
   363       const Vit w = _where[i];
   364 
   365       copy(_last_active[lo],w);
   366       copy(--_first[lo+1],_last_active[lo]--);
   367       for(int l=lo+1;l<new_level;l++)
   368         {
   369           copy(_last_active[l],_first[l]);
   370           copy(--_first[l+1],_last_active[l]--);
   371         }
   372       copy(i,_first[new_level]);
   373       _level[i] = new_level;
   374       if(new_level>_highest_active) _highest_active=new_level;
   375     }
   376 
   377     ///Move an inactive item to the top but one level (in a dirty way).
   378 
   379     ///This function moves an inactive item from the top level to the top
   380     ///but one level (in a dirty way).
   381     ///\warning It makes the underlying datastructure corrupt, so use it
   382     ///only if you really know what it is for.
   383     ///\pre The item is on the top level.
   384     void dirtyTopButOne(Item i) {
   385       _level[i] = _max_level - 1;
   386     }
   387 
   388     ///Lift all items on and above the given level to the top level.
   389 
   390     ///This function lifts all items on and above level \c l to the top
   391     ///level and deactivates them.
   392     void liftToTop(int l)
   393     {
   394       const Vit f=_first[l];
   395       const Vit tl=_first[_max_level];
   396       for(Vit i=f;i!=tl;++i)
   397         _level[*i] = _max_level;
   398       for(int i=l;i<=_max_level;i++)
   399         {
   400           _first[i]=f;
   401           _last_active[i]=f-1;
   402         }
   403       for(_highest_active=l-1;
   404           _highest_active>=0 &&
   405             _last_active[_highest_active]<_first[_highest_active];
   406           _highest_active--) ;
   407     }
   408 
   409   private:
   410     int _init_lev;
   411     Vit _init_num;
   412 
   413   public:
   414 
   415     ///\name Initialization
   416     ///Using these functions you can initialize the levels of the items.
   417     ///\n
   418     ///The initialization must be started with calling \c initStart().
   419     ///Then the items should be listed level by level starting with the
   420     ///lowest one (level 0) using \c initAddItem() and \c initNewLevel().
   421     ///Finally \c initFinish() must be called.
   422     ///The items not listed are put on the highest level.
   423     ///@{
   424 
   425     ///Start the initialization process.
   426     void initStart()
   427     {
   428       _init_lev=0;
   429       _init_num=&_items[0];
   430       _first[0]=&_items[0];
   431       _last_active[0]=&_items[0]-1;
   432       Vit n=&_items[0];
   433       for(typename ItemSetTraits<GR,Item>::ItemIt i(_g);i!=INVALID;++i)
   434         {
   435           *n=i;
   436           _where[i] = n;
   437           _level[i] = _max_level;
   438           ++n;
   439         }
   440     }
   441 
   442     ///Add an item to the current level.
   443     void initAddItem(Item i)
   444     {
   445       swap(_where[i],_init_num);
   446       _level[i] = _init_lev;
   447       ++_init_num;
   448     }
   449 
   450     ///Start a new level.
   451 
   452     ///Start a new level.
   453     ///It shouldn't be used before the items on level 0 are listed.
   454     void initNewLevel()
   455     {
   456       _init_lev++;
   457       _first[_init_lev]=_init_num;
   458       _last_active[_init_lev]=_init_num-1;
   459     }
   460 
   461     ///Finalize the initialization process.
   462     void initFinish()
   463     {
   464       for(_init_lev++;_init_lev<=_max_level;_init_lev++)
   465         {
   466           _first[_init_lev]=_init_num;
   467           _last_active[_init_lev]=_init_num-1;
   468         }
   469       _first[_max_level+1]=&_items[0]+_item_num;
   470       _last_active[_max_level+1]=&_items[0]+_item_num-1;
   471       _highest_active = -1;
   472     }
   473 
   474     ///@}
   475 
   476   };
   477 
   478   ///Class for handling "labels" in push-relabel type algorithms.
   479 
   480   ///A class for handling "labels" in push-relabel type algorithms.
   481   ///
   482   ///\ingroup auxdat
   483   ///Using this class you can assign "labels" (nonnegative integer numbers)
   484   ///to the edges or nodes of a graph, manipulate and query them through
   485   ///operations typically arising in "push-relabel" type algorithms.
   486   ///
   487   ///Each item is either \em active or not, and you can also choose a
   488   ///highest level active item.
   489   ///
   490   ///\sa Elevator
   491   ///
   492   ///\param GR Type of the underlying graph.
   493   ///\param Item Type of the items the data is assigned to (\c GR::Node,
   494   ///\c GR::Arc or \c GR::Edge).
   495   template <class GR, class Item>
   496   class LinkedElevator {
   497   public:
   498 
   499     typedef Item Key;
   500     typedef int Value;
   501 
   502   private:
   503 
   504     typedef typename ItemSetTraits<GR,Item>::
   505     template Map<Item>::Type ItemMap;
   506     typedef typename ItemSetTraits<GR,Item>::
   507     template Map<int>::Type IntMap;
   508     typedef typename ItemSetTraits<GR,Item>::
   509     template Map<bool>::Type BoolMap;
   510 
   511     const GR &_graph;
   512     int _max_level;
   513     int _item_num;
   514     std::vector<Item> _first, _last;
   515     ItemMap _prev, _next;
   516     int _highest_active;
   517     IntMap _level;
   518     BoolMap _active;
   519 
   520   public:
   521     ///Constructor with given maximum level.
   522 
   523     ///Constructor with given maximum level.
   524     ///
   525     ///\param graph The underlying graph.
   526     ///\param max_level The maximum allowed level.
   527     ///Set the range of the possible labels to <tt>[0..max_level]</tt>.
   528     LinkedElevator(const GR& graph, int max_level)
   529       : _graph(graph), _max_level(max_level), _item_num(_max_level),
   530         _first(_max_level + 1), _last(_max_level + 1),
   531         _prev(graph), _next(graph),
   532         _highest_active(-1), _level(graph), _active(graph) {}
   533 
   534     ///Constructor.
   535 
   536     ///Constructor.
   537     ///
   538     ///\param graph The underlying graph.
   539     ///Set the range of the possible labels to <tt>[0..max_level]</tt>,
   540     ///where \c max_level is equal to the number of labeled items in the graph.
   541     LinkedElevator(const GR& graph)
   542       : _graph(graph), _max_level(countItems<GR, Item>(graph)),
   543         _item_num(_max_level),
   544         _first(_max_level + 1), _last(_max_level + 1),
   545         _prev(graph, INVALID), _next(graph, INVALID),
   546         _highest_active(-1), _level(graph), _active(graph) {}
   547 
   548 
   549     ///Activate item \c i.
   550 
   551     ///Activate item \c i.
   552     ///\pre Item \c i shouldn't be active before.
   553     void activate(Item i) {
   554       _active[i] = true;
   555 
   556       int level = _level[i];
   557       if (level > _highest_active) {
   558         _highest_active = level;
   559       }
   560 
   561       if (_prev[i] == INVALID || _active[_prev[i]]) return;
   562       //unlace
   563       _next[_prev[i]] = _next[i];
   564       if (_next[i] != INVALID) {
   565         _prev[_next[i]] = _prev[i];
   566       } else {
   567         _last[level] = _prev[i];
   568       }
   569       //lace
   570       _next[i] = _first[level];
   571       _prev[_first[level]] = i;
   572       _prev[i] = INVALID;
   573       _first[level] = i;
   574 
   575     }
   576 
   577     ///Deactivate item \c i.
   578 
   579     ///Deactivate item \c i.
   580     ///\pre Item \c i must be active before.
   581     void deactivate(Item i) {
   582       _active[i] = false;
   583       int level = _level[i];
   584 
   585       if (_next[i] == INVALID || !_active[_next[i]])
   586         goto find_highest_level;
   587 
   588       //unlace
   589       _prev[_next[i]] = _prev[i];
   590       if (_prev[i] != INVALID) {
   591         _next[_prev[i]] = _next[i];
   592       } else {
   593         _first[_level[i]] = _next[i];
   594       }
   595       //lace
   596       _prev[i] = _last[level];
   597       _next[_last[level]] = i;
   598       _next[i] = INVALID;
   599       _last[level] = i;
   600 
   601     find_highest_level:
   602       if (level == _highest_active) {
   603         while (_highest_active >= 0 && activeFree(_highest_active))
   604           --_highest_active;
   605       }
   606     }
   607 
   608     ///Query whether item \c i is active
   609     bool active(Item i) const { return _active[i]; }
   610 
   611     ///Return the level of item \c i.
   612     int operator[](Item i) const { return _level[i]; }
   613 
   614     ///Return the number of items on level \c l.
   615     int onLevel(int l) const {
   616       int num = 0;
   617       Item n = _first[l];
   618       while (n != INVALID) {
   619         ++num;
   620         n = _next[n];
   621       }
   622       return num;
   623     }
   624 
   625     ///Return true if the level is empty.
   626     bool emptyLevel(int l) const {
   627       return _first[l] == INVALID;
   628     }
   629 
   630     ///Return the number of items above level \c l.
   631     int aboveLevel(int l) const {
   632       int num = 0;
   633       for (int level = l + 1; level < _max_level; ++level)
   634         num += onLevel(level);
   635       return num;
   636     }
   637 
   638     ///Return the number of active items on level \c l.
   639     int activesOnLevel(int l) const {
   640       int num = 0;
   641       Item n = _first[l];
   642       while (n != INVALID && _active[n]) {
   643         ++num;
   644         n = _next[n];
   645       }
   646       return num;
   647     }
   648 
   649     ///Return true if there is no active item on level \c l.
   650     bool activeFree(int l) const {
   651       return _first[l] == INVALID || !_active[_first[l]];
   652     }
   653 
   654     ///Return the maximum allowed level.
   655     int maxLevel() const {
   656       return _max_level;
   657     }
   658 
   659     ///\name Highest Active Item
   660     ///Functions for working with the highest level
   661     ///active item.
   662 
   663     ///@{
   664 
   665     ///Return a highest level active item.
   666 
   667     ///Return a highest level active item or INVALID if there is no active
   668     ///item.
   669     Item highestActive() const {
   670       return _highest_active >= 0 ? _first[_highest_active] : INVALID;
   671     }
   672 
   673     ///Return the highest active level.
   674 
   675     ///Return the level of the highest active item or -1 if there is no active
   676     ///item.
   677     int highestActiveLevel() const {
   678       return _highest_active;
   679     }
   680 
   681     ///Lift the highest active item by one.
   682 
   683     ///Lift the item returned by highestActive() by one.
   684     ///
   685     void liftHighestActive() {
   686       Item i = _first[_highest_active];
   687       if (_next[i] != INVALID) {
   688         _prev[_next[i]] = INVALID;
   689         _first[_highest_active] = _next[i];
   690       } else {
   691         _first[_highest_active] = INVALID;
   692         _last[_highest_active] = INVALID;
   693       }
   694       _level[i] = ++_highest_active;
   695       if (_first[_highest_active] == INVALID) {
   696         _first[_highest_active] = i;
   697         _last[_highest_active] = i;
   698         _prev[i] = INVALID;
   699         _next[i] = INVALID;
   700       } else {
   701         _prev[_first[_highest_active]] = i;
   702         _next[i] = _first[_highest_active];
   703         _first[_highest_active] = i;
   704       }
   705     }
   706 
   707     ///Lift the highest active item to the given level.
   708 
   709     ///Lift the item returned by highestActive() to level \c new_level.
   710     ///
   711     ///\warning \c new_level must be strictly higher
   712     ///than the current level.
   713     ///
   714     void liftHighestActive(int new_level) {
   715       Item i = _first[_highest_active];
   716       if (_next[i] != INVALID) {
   717         _prev[_next[i]] = INVALID;
   718         _first[_highest_active] = _next[i];
   719       } else {
   720         _first[_highest_active] = INVALID;
   721         _last[_highest_active] = INVALID;
   722       }
   723       _level[i] = _highest_active = new_level;
   724       if (_first[_highest_active] == INVALID) {
   725         _first[_highest_active] = _last[_highest_active] = i;
   726         _prev[i] = INVALID;
   727         _next[i] = INVALID;
   728       } else {
   729         _prev[_first[_highest_active]] = i;
   730         _next[i] = _first[_highest_active];
   731         _first[_highest_active] = i;
   732       }
   733     }
   734 
   735     ///Lift the highest active item to the top level.
   736 
   737     ///Lift the item returned by highestActive() to the top level and
   738     ///deactivate it.
   739     void liftHighestActiveToTop() {
   740       Item i = _first[_highest_active];
   741       _level[i] = _max_level;
   742       if (_next[i] != INVALID) {
   743         _prev[_next[i]] = INVALID;
   744         _first[_highest_active] = _next[i];
   745       } else {
   746         _first[_highest_active] = INVALID;
   747         _last[_highest_active] = INVALID;
   748       }
   749       while (_highest_active >= 0 && activeFree(_highest_active))
   750         --_highest_active;
   751     }
   752 
   753     ///@}
   754 
   755     ///\name Active Item on Certain Level
   756     ///Functions for working with the active items.
   757 
   758     ///@{
   759 
   760     ///Return an active item on level \c l.
   761 
   762     ///Return an active item on level \c l or \ref INVALID if there is no such
   763     ///an item. (\c l must be from the range [0...\c max_level].
   764     Item activeOn(int l) const
   765     {
   766       return _active[_first[l]] ? _first[l] : INVALID;
   767     }
   768 
   769     ///Lift the active item returned by \c activeOn(l) by one.
   770 
   771     ///Lift the active item returned by \ref activeOn() "activeOn(l)"
   772     ///by one.
   773     Item liftActiveOn(int l)
   774     {
   775       Item i = _first[l];
   776       if (_next[i] != INVALID) {
   777         _prev[_next[i]] = INVALID;
   778         _first[l] = _next[i];
   779       } else {
   780         _first[l] = INVALID;
   781         _last[l] = INVALID;
   782       }
   783       _level[i] = ++l;
   784       if (_first[l] == INVALID) {
   785         _first[l] = _last[l] = i;
   786         _prev[i] = INVALID;
   787         _next[i] = INVALID;
   788       } else {
   789         _prev[_first[l]] = i;
   790         _next[i] = _first[l];
   791         _first[l] = i;
   792       }
   793       if (_highest_active < l) {
   794         _highest_active = l;
   795       }
   796     }
   797 
   798     ///Lift the active item returned by \c activeOn(l) to the given level.
   799 
   800     ///Lift the active item returned by \ref activeOn() "activeOn(l)"
   801     ///to the given level.
   802     void liftActiveOn(int l, int new_level)
   803     {
   804       Item i = _first[l];
   805       if (_next[i] != INVALID) {
   806         _prev[_next[i]] = INVALID;
   807         _first[l] = _next[i];
   808       } else {
   809         _first[l] = INVALID;
   810         _last[l] = INVALID;
   811       }
   812       _level[i] = l = new_level;
   813       if (_first[l] == INVALID) {
   814         _first[l] = _last[l] = i;
   815         _prev[i] = INVALID;
   816         _next[i] = INVALID;
   817       } else {
   818         _prev[_first[l]] = i;
   819         _next[i] = _first[l];
   820         _first[l] = i;
   821       }
   822       if (_highest_active < l) {
   823         _highest_active = l;
   824       }
   825     }
   826 
   827     ///Lift the active item returned by \c activeOn(l) to the top level.
   828 
   829     ///Lift the active item returned by \ref activeOn() "activeOn(l)"
   830     ///to the top level and deactivate it.
   831     void liftActiveToTop(int l)
   832     {
   833       Item i = _first[l];
   834       if (_next[i] != INVALID) {
   835         _prev[_next[i]] = INVALID;
   836         _first[l] = _next[i];
   837       } else {
   838         _first[l] = INVALID;
   839         _last[l] = INVALID;
   840       }
   841       _level[i] = _max_level;
   842       if (l == _highest_active) {
   843         while (_highest_active >= 0 && activeFree(_highest_active))
   844           --_highest_active;
   845       }
   846     }
   847 
   848     ///@}
   849 
   850     /// \brief Lift an active item to a higher level.
   851     ///
   852     /// Lift an active item to a higher level.
   853     /// \param i The item to be lifted. It must be active.
   854     /// \param new_level The new level of \c i. It must be strictly higher
   855     /// than the current level.
   856     ///
   857     void lift(Item i, int new_level) {
   858       if (_next[i] != INVALID) {
   859         _prev[_next[i]] = _prev[i];
   860       } else {
   861         _last[new_level] = _prev[i];
   862       }
   863       if (_prev[i] != INVALID) {
   864         _next[_prev[i]] = _next[i];
   865       } else {
   866         _first[new_level] = _next[i];
   867       }
   868       _level[i] = new_level;
   869       if (_first[new_level] == INVALID) {
   870         _first[new_level] = _last[new_level] = i;
   871         _prev[i] = INVALID;
   872         _next[i] = INVALID;
   873       } else {
   874         _prev[_first[new_level]] = i;
   875         _next[i] = _first[new_level];
   876         _first[new_level] = i;
   877       }
   878       if (_highest_active < new_level) {
   879         _highest_active = new_level;
   880       }
   881     }
   882 
   883     ///Move an inactive item to the top but one level (in a dirty way).
   884 
   885     ///This function moves an inactive item from the top level to the top
   886     ///but one level (in a dirty way).
   887     ///\warning It makes the underlying datastructure corrupt, so use it
   888     ///only if you really know what it is for.
   889     ///\pre The item is on the top level.
   890     void dirtyTopButOne(Item i) {
   891       _level[i] = _max_level - 1;
   892     }
   893 
   894     ///Lift all items on and above the given level to the top level.
   895 
   896     ///This function lifts all items on and above level \c l to the top
   897     ///level and deactivates them.
   898     void liftToTop(int l)  {
   899       for (int i = l + 1; _first[i] != INVALID; ++i) {
   900         Item n = _first[i];
   901         while (n != INVALID) {
   902           _level[n] = _max_level;
   903           n = _next[n];
   904         }
   905         _first[i] = INVALID;
   906         _last[i] = INVALID;
   907       }
   908       if (_highest_active > l - 1) {
   909         _highest_active = l - 1;
   910         while (_highest_active >= 0 && activeFree(_highest_active))
   911           --_highest_active;
   912       }
   913     }
   914 
   915   private:
   916 
   917     int _init_level;
   918 
   919   public:
   920 
   921     ///\name Initialization
   922     ///Using these functions you can initialize the levels of the items.
   923     ///\n
   924     ///The initialization must be started with calling \c initStart().
   925     ///Then the items should be listed level by level starting with the
   926     ///lowest one (level 0) using \c initAddItem() and \c initNewLevel().
   927     ///Finally \c initFinish() must be called.
   928     ///The items not listed are put on the highest level.
   929     ///@{
   930 
   931     ///Start the initialization process.
   932     void initStart() {
   933 
   934       for (int i = 0; i <= _max_level; ++i) {
   935         _first[i] = _last[i] = INVALID;
   936       }
   937       _init_level = 0;
   938       for(typename ItemSetTraits<GR,Item>::ItemIt i(_graph);
   939           i != INVALID; ++i) {
   940         _level[i] = _max_level;
   941         _active[i] = false;
   942       }
   943     }
   944 
   945     ///Add an item to the current level.
   946     void initAddItem(Item i) {
   947       _level[i] = _init_level;
   948       if (_last[_init_level] == INVALID) {
   949         _first[_init_level] = i;
   950         _last[_init_level] = i;
   951         _prev[i] = INVALID;
   952         _next[i] = INVALID;
   953       } else {
   954         _prev[i] = _last[_init_level];
   955         _next[i] = INVALID;
   956         _next[_last[_init_level]] = i;
   957         _last[_init_level] = i;
   958       }
   959     }
   960 
   961     ///Start a new level.
   962 
   963     ///Start a new level.
   964     ///It shouldn't be used before the items on level 0 are listed.
   965     void initNewLevel() {
   966       ++_init_level;
   967     }
   968 
   969     ///Finalize the initialization process.
   970     void initFinish() {
   971       _highest_active = -1;
   972     }
   973 
   974     ///@}
   975 
   976   };
   977 
   978 
   979 } //END OF NAMESPACE LEMON
   980 
   981 #endif
   982