[Lemon-commits] [lemon_svn] marci: r443 - in hugo/trunk: doc src/work/marci
Lemon SVN
svn at lemon.cs.elte.hu
Mon Nov 6 20:39:28 CET 2006
Author: marci
Date: Wed Apr 14 22:57:58 2004
New Revision: 443
Added:
hugo/trunk/src/work/marci/graph_concept.h
Modified:
hugo/trunk/doc/Doxyfile
Log:
kiserletezek a concept-leirassal, skeleton kereteben, ha kesz lesz majd szolok
Modified: hugo/trunk/doc/Doxyfile
==============================================================================
--- hugo/trunk/doc/Doxyfile (original)
+++ hugo/trunk/doc/Doxyfile Wed Apr 14 22:57:58 2004
@@ -400,6 +400,7 @@
../src/include/fib_heap.h \
../src/work/athos/xy/xy.h \
../src/work/athos/minlengthpaths.h \
+ ../src/work/marci/graph_concept.h \
maps.dox
# If the value of the INPUT tag contains directories, you can use the
Added: hugo/trunk/src/work/marci/graph_concept.h
==============================================================================
--- (empty file)
+++ hugo/trunk/src/work/marci/graph_concept.h Wed Apr 14 22:57:58 2004
@@ -0,0 +1,422 @@
+// -*- c++ -*-
+#ifndef HUGO_GRAPH_H
+#define HUGO_GRAPH_H
+
+///\file
+///\brief Declaration of GraphSkeleton.
+
+#include <invalid.h>
+
+/// The namespace of HugoLib
+namespace hugo {
+
+ // @defgroup empty_graph The GraphSkeleton class
+ // @{
+
+ /// An empty graph class.
+
+ /// This class provides all the common features of a graph structure,
+ /// however completely without implementations and real data structures
+ /// behind the interface.
+ /// All graph algorithms should compile with this class, but it will not
+ /// run properly, of course.
+ ///
+ /// It can be used for checking the interface compatibility,
+ /// or it can serve as a skeleton of a new graph structure.
+ ///
+ /// Also, you will find here the full documentation of a certain graph
+ /// feature, the documentation of a real graph imlementation
+ /// like @ref ListGraph or
+ /// @ref SmartGraph will just refer to this structure.
+ class GraphSkeleton
+ {
+ public:
+ /// Defalult constructor.
+ GraphSkeleton() {}
+ ///Copy consructor.
+
+ ///\todo It is not clear, what we expect from a copy constructor.
+ ///E.g. How to assign the nodes/edges to each other? What about maps?
+ GraphSkeleton(const GraphSkeleton &G) {}
+
+ /// The base type of the node iterators.
+
+ /// This is the base type of each node iterators,
+ /// thus each kind of node iterator will convert to this.
+ class Node {
+ public:
+ /// @warning The default constructor sets the iterator
+ /// to an undefined value.
+ Node() {} //FIXME
+ /// Invalid constructor \& conversion.
+
+ /// This constructor initializes the iterator to be invalid.
+ /// \sa Invalid for more details.
+
+ Node(Invalid) {}
+ //Node(const Node &) {}
+
+ /// Two iterators are equal if and only if they point to the
+ /// same object or both are invalid.
+ bool operator==(Node n) const { return true; }
+
+ /// \sa \ref operator==(Node n)
+ ///
+ bool operator!=(Node n) const { return true; }
+
+ bool operator<(Node n) const { return true; }
+ };
+
+ /// This iterator goes through each node.
+
+ /// This iterator goes through each node.
+ /// Its usage is quite simple, for example you can count the number
+ /// of nodes in graph \c G of type \c Graph like this:
+ /// \code
+ ///int count=0;
+ ///for(Graph::NodeIt n(G);G.valid(n);G.next(n)) count++;
+ /// \endcode
+ class NodeIt : public Node {
+ public:
+ /// @warning The default constructor sets the iterator
+ /// to an undefined value.
+ NodeIt() {} //FIXME
+ /// Invalid constructor \& conversion.
+
+ /// Initialize the iterator to be invalid
+ /// \sa Invalid for more details.
+ NodeIt(Invalid) {}
+ /// Sets the iterator to the first node of \c G.
+ NodeIt(const GraphSkeleton &G) {}
+ /// @warning The default constructor sets the iterator
+ /// to an undefined value.
+ NodeIt(const NodeIt &) {}
+ };
+
+
+ /// The base type of the edge iterators.
+ class Edge {
+ public:
+ /// @warning The default constructor sets the iterator
+ /// to an undefined value.
+ Edge() {} //FIXME
+ /// Initialize the iterator to be invalid
+ Edge(Invalid) {}
+ /// Two iterators are equal if and only if they point to the
+ /// same object or both are invalid.
+ bool operator==(Edge n) const { return true; }
+ bool operator!=(Edge n) const { return true; }
+ bool operator<(Edge n) const { return true; }
+ };
+
+ /// This iterator goes trough the outgoing edges of a node.
+
+ /// This iterator goes trough the \e outgoing edges of a certain node
+ /// of a graph.
+ /// Its usage is quite simple, for example you can count the number
+ /// of outgoing edges of a node \c n
+ /// in graph \c G of type \c Graph as follows.
+ /// \code
+ ///int count=0;
+ ///for(Graph::OutEdgeIt e(G,n);G.valid(e);G.next(e)) count++;
+ /// \endcode
+
+ class OutEdgeIt : public Edge {
+ public:
+ /// @warning The default constructor sets the iterator
+ /// to an undefined value.
+ OutEdgeIt() {}
+ /// Initialize the iterator to be invalid
+ OutEdgeIt(Invalid) {}
+ /// This constructor sets the iterator to first outgoing edge.
+
+ /// This constructor set the iterator to the first outgoing edge of
+ /// node
+ ///@param n the node
+ ///@param G the graph
+ OutEdgeIt(const GraphSkeleton & G, Node n) {}
+ };
+
+ /// This iterator goes trough the incoming edges of a node.
+
+ /// This iterator goes trough the \e incoming edges of a certain node
+ /// of a graph.
+ /// Its usage is quite simple, for example you can count the number
+ /// of outgoing edges of a node \c n
+ /// in graph \c G of type \c Graph as follows.
+ /// \code
+ ///int count=0;
+ ///for(Graph::InEdgeIt e(G,n);G.valid(e);G.next(e)) count++;
+ /// \endcode
+
+ class InEdgeIt : public Edge {
+ public:
+ /// @warning The default constructor sets the iterator
+ /// to an undefined value.
+ InEdgeIt() {}
+ /// Initialize the iterator to be invalid
+ InEdgeIt(Invalid) {}
+ InEdgeIt(const GraphSkeleton &, Node) {}
+ };
+ // class SymEdgeIt : public Edge {};
+
+ /// This iterator goes through each edge.
+
+ /// This iterator goes through each edge of a graph.
+ /// Its usage is quite simple, for example you can count the number
+ /// of edges in a graph \c G of type \c Graph as follows:
+ /// \code
+ ///int count=0;
+ ///for(Graph::EdgeIt e(G);G.valid(e);G.next(e)) count++;
+ /// \endcode
+ class EdgeIt : public Edge {
+ public:
+ /// @warning The default constructor sets the iterator
+ /// to an undefined value.
+ EdgeIt() {}
+ /// Initialize the iterator to be invalid
+ EdgeIt(Invalid) {}
+ EdgeIt(const GraphSkeleton &) {}
+ };
+
+ /// First node of the graph.
+
+ /// \post \c i and the return value will be the first node.
+ ///
+ NodeIt &first(NodeIt &i) const { return i;}
+
+ /// The first incoming edge.
+ InEdgeIt &first(InEdgeIt &i, Node n) const { return i;}
+ /// The first outgoing edge.
+ OutEdgeIt &first(OutEdgeIt &i, Node n) const { return i;}
+ // SymEdgeIt &first(SymEdgeIt &, Node) const { return i;}
+ /// The first edge of the Graph.
+ EdgeIt &first(EdgeIt &i) const { return i;}
+
+// Node getNext(Node) const {}
+// InEdgeIt getNext(InEdgeIt) const {}
+// OutEdgeIt getNext(OutEdgeIt) const {}
+// //SymEdgeIt getNext(SymEdgeIt) const {}
+// EdgeIt getNext(EdgeIt) const {}
+
+ /// Go to the next node.
+ NodeIt &next(NodeIt &i) const { return i;}
+ /// Go to the next incoming edge.
+ InEdgeIt &next(InEdgeIt &i) const { return i;}
+ /// Go to the next outgoing edge.
+ OutEdgeIt &next(OutEdgeIt &i) const { return i;}
+ //SymEdgeIt &next(SymEdgeIt &) const {}
+ /// Go to the next edge.
+ EdgeIt &next(EdgeIt &i) const { return i;}
+
+ ///Gives back the head node of an edge.
+ Node head(Edge) const { return INVALID; }
+ ///Gives back the tail node of an edge.
+ Node tail(Edge) const { return INVALID; }
+
+ // Node aNode(InEdgeIt) const {}
+ // Node aNode(OutEdgeIt) const {}
+ // Node aNode(SymEdgeIt) const {}
+
+ // Node bNode(InEdgeIt) const {}
+ // Node bNode(OutEdgeIt) const {}
+ // Node bNode(SymEdgeIt) const {}
+
+ /// Checks if a node iterator is valid
+
+ ///\todo Maybe, it would be better if iterator converted to
+ ///bool directly, as Jacint prefers.
+ bool valid(const Node&) const { return true;}
+ /// Checks if an edge iterator is valid
+
+ ///\todo Maybe, it would be better if iterator converted to
+ ///bool directly, as Jacint prefers.
+ bool valid(const Edge&) const { return true;}
+
+ ///Gives back the \e id of a node.
+
+ ///\warning Not all graph structures provide this feature.
+ ///
+ int id(const Node&) const { return 0;}
+ ///Gives back the \e id of an edge.
+
+ ///\warning Not all graph structures provide this feature.
+ ///
+ int id(const Edge&) const { return 0;}
+
+ //void setInvalid(Node &) const {};
+ //void setInvalid(Edge &) const {};
+
+ ///Add a new node to the graph.
+
+ /// \return the new node.
+ ///
+ Node addNode() { return INVALID;}
+ ///Add a new edge to the graph.
+
+ ///Add a new edge to the graph with tail node \c tail
+ ///and head node \c head.
+ ///\return the new edge.
+ Edge addEdge(Node tail, Node head) { return INVALID;}
+
+ /// Resets the graph.
+
+ /// This function deletes all edges and nodes of the graph.
+ /// It also frees the memory allocated to store them.
+ void clear() {}
+
+ ///Read/write/reference map of the nodes to type \c T.
+
+ ///Read/write/reference map of the nodes to type \c T.
+ /// \sa MemoryMapSkeleton
+ /// \todo We may need copy constructor
+ /// \todo We may need conversion from other nodetype
+ /// \todo We may need operator=
+ /// \warning Making maps that can handle bool type (NodeMap<bool>)
+ /// needs extra attention!
+
+ template<class T> class NodeMap
+ {
+ public:
+ typedef T ValueType;
+ typedef Node KeyType;
+
+ NodeMap(const GraphSkeleton &G) {}
+ NodeMap(const GraphSkeleton &G, T t) {}
+
+ template<typename TT> NodeMap(const NodeMap<TT> &m) {}
+
+ /// Sets the value of a node.
+
+ /// Sets the value associated with node \c i to the value \c t.
+ ///
+ void set(Node i, T t) {}
+ /// Gets the value of a node.
+ T get(Node i) const {return *(T*)0;} //FIXME: Is it necessary
+ T &operator[](Node i) {return *(T*)0;}
+ const T &operator[](Node i) const {return *(T*)0;}
+
+ /// Updates the map if the graph has been changed
+
+ /// \todo Do we need this?
+ ///
+ void update() {}
+ void update(T a) {} //FIXME: Is it necessary
+ };
+
+ ///Read/write/reference map of the edges to type \c T.
+
+ ///Read/write/reference map of the edges to type \c T.
+ ///It behaves exactly in the same way as \ref NodeMap.
+ /// \sa NodeMap
+ /// \sa MemoryMapSkeleton
+ /// \todo We may need copy constructor
+ /// \todo We may need conversion from other edgetype
+ /// \todo We may need operator=
+ template<class T> class EdgeMap
+ {
+ public:
+ typedef T ValueType;
+ typedef Edge KeyType;
+
+ EdgeMap(const GraphSkeleton &G) {}
+ EdgeMap(const GraphSkeleton &G, T t) {}
+
+ void set(Edge i, T t) {}
+ T get(Edge i) const {return *(T*)0;}
+ T &operator[](Edge i) {return *(T*)0;}
+
+ void update() {}
+ void update(T a) {} //FIXME: Is it necessary
+ };
+ };
+
+ /// An empty eraseable graph class.
+
+ /// This class provides all the common features of an \e eraseable graph
+ /// structure,
+ /// however completely without implementations and real data structures
+ /// behind the interface.
+ /// All graph algorithms should compile with this class, but it will not
+ /// run properly, of course.
+ ///
+ /// \todo This blabla could be replaced by a sepatate description about
+ /// Skeletons.
+ ///
+ /// It can be used for checking the interface compatibility,
+ /// or it can serve as a skeleton of a new graph structure.
+ ///
+ /// Also, you will find here the full documentation of a certain graph
+ /// feature, the documentation of a real graph imlementation
+ /// like @ref ListGraph or
+ /// @ref SmartGraph will just refer to this structure.
+ class EraseableGraphSkeleton : public GraphSkeleton
+ {
+ public:
+ /// Deletes a node.
+ void erase(Node n) {}
+ /// Deletes an edge.
+ void erase(Edge e) {}
+
+ /// Defalult constructor.
+ GraphSkeleton() {}
+ ///Copy consructor.
+ GraphSkeleton(const GraphSkeleton &G) {}
+ };
+
+
+ // @}
+
+
+ /// An empty graph class which provides a function to get the number
+ /// of its nodes.
+
+ /// This graph class provides a function for getting the number of its
+ /// nodes.
+ /// Clearly, for physical graph structures it can be expected to have such a
+ /// function. For wrappers or graphs which are given in an implicit way,
+ /// the implementation can be circumstantial, that is why this composes a
+ /// separate concept.
+ class NodeCountingGraphSkeleton
+ {
+ public:
+ /// Returns the number of nodes.
+ int nodeNum() const { return 0;}
+ };
+
+ /// An empty graph class which provides a function to get the number of its
+ /// edges.
+
+ /// This graph class provides a function for getting the number of its
+ /// edges.
+ /// Clearly, for physical graph structures it can be expected to have such a
+ /// function. For wrappers or graphs which are given in an implicit way,
+ /// the implementation can be circumstantial, that is why this composes a
+ /// separate concept.
+ class EdgeCountingGraphSkeleton
+ {
+ public:
+ /// Returns the number of edges.
+ int edgeNum() const { return 0;}
+ };
+
+} //namespace hugo
+
+
+// class EmptyBipGraph : public Graph Skeleton
+// {
+// class ANode {};
+// class BNode {};
+
+// ANode &next(ANode &) {}
+// BNode &next(BNode &) {}
+
+// ANode &getFirst(ANode &) const {}
+// BNode &getFirst(BNode &) const {}
+
+// enum NodeClass { A = 0, B = 1 };
+// NodeClass getClass(Node n) {}
+
+// }
+
+#endif // HUGO_GRAPH_H
More information about the Lemon-commits
mailing list