Index: src/include/skeletons/graph.h
===================================================================
--- src/include/skeletons/graph.h	(revision 254)
+++ src/include/skeletons/graph.h	(revision 254)
@@ -0,0 +1,393 @@
+// -*- c++ -*-
+#ifndef HUGO_EMPTYGRAPH_H
+#define HUGO_EMPTYGRAPH_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:
+    
+    /// 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() {}
+
+    int nodeNum() const { return 0;}
+    int edgeNum() const { return 0;}
+ 
+    /// Defalult constructor.
+    GraphSkeleton() {}
+    ///Copy consructor.
+    GraphSkeleton(const GraphSkeleton &G) {}
+  
+ 
+
+    ///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) {}
+  };
+
+  
+  // @}
+
+} //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_EMPTYGRAPH_H
Index: src/include/skeletons/maps.h
===================================================================
--- src/include/skeletons/maps.h	(revision 254)
+++ src/include/skeletons/maps.h	(revision 254)
@@ -0,0 +1,84 @@
+// -*- c++ -*-
+#ifndef HUGO_MAPSKELETON_H
+#define HUGO_MAPSKELETON_H
+
+///\file
+///\brief Map concepts checking classes for testing and documenting.
+
+namespace hugo {
+  
+  ///Readable map skeleton
+  template<typename K, typename T>
+  class ReadMapSkeleton
+  {
+  public:
+    /// Map value type.
+    typedef T ValueType;
+    /// Map key type.
+    typedef K KeyType;
+
+    ///Default constructor.
+    ReadMapSkeleton() {}
+    
+    ///Reads an element of the map.
+    ValueType operator[](const KeyType &i) const {return ValueType();}
+  };
+
+
+  ///Writeable map skeleton
+  template<typename K, typename T>
+  class WriteMapSkeleton 
+  {
+  public:
+    /// Map value type.
+    typedef T ValueType;
+    /// Map key type.
+    typedef K KeyType;
+
+    ///Default constructor.
+    WriteMapSkeleton() {}
+    ///'Fill with' constructor.
+    WriteMapSkeleton(const ValueType &t) {}
+    
+    ///Write an element of a map.
+    void set(const KeyType &i,const ValueType &t) {}
+  };
+
+  ///Read/Write map skeleton.
+  template<typename K, typename T>
+  class ReadWriteMapSkeleton : public ReadMapSkeleton<K,T>,
+			       public WriteMapSkeleton<K,T>
+  {
+  public:
+    ///Default constructor.
+    ReadWriteMapSkeleton() : ReadMapSkeleton(), WriteMapSkeleton() {}
+    ///'Fill with' constructor.
+    ReadWriteMap(const ValueType &t) :ReadMapSkeleton(), WriteMapSkeleton(t) {}
+  };
+  
+  
+  ///Dereferable map skeleton
+  template<typename K, typename T>
+  class MemoryMapSkeleton : public ReadWriteMapSkeleton<K,T>
+  {
+  public:
+    /// Map value type.
+    typedef T ValueType;
+    /// Map key type.
+    typedef K KeyType;
+
+    ///Default constructor.
+    ReferenceMapSkeleton() : ReadWriteMapSkeleton() {}
+    ///'Fill with' constructor.
+    ReferenceMapSkeleton(const ValueType &t) : ReadWriteMapSkeleton(t) {}    
+
+    ///Give a reference to the value belonging to a key.
+    ValueType &operator[](const KeyType &i) {return *(ValueType*)0;} 
+    ///Give a const reference to the value belonging to a key.
+    const ValueType &operator[](const KeyType &i) const {return *(T*)0;}
+  };
+
+
+
+}
+#endif // HUGO_MAPSKELETON_H
Index: src/work/alpar/emptygraph.h
===================================================================
--- src/work/alpar/emptygraph.h	(revision 242)
+++ 	(revision )
@@ -1,393 +1,0 @@
-// -*- c++ -*-
-#ifndef HUGO_EMPTYGRAPH_H
-#define HUGO_EMPTYGRAPH_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:
-    
-    /// 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() {}
-
-    int nodeNum() const { return 0;}
-    int edgeNum() const { return 0;}
- 
-    /// Defalult constructor.
-    GraphSkeleton() {}
-    ///Copy consructor.
-    GraphSkeleton(const GraphSkeleton &G) {}
-  
- 
-
-    ///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) {}
-  };
-
-  
-  // @}
-
-} //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_EMPTYGRAPH_H
Index: src/work/alpar/mapskeleton.h
===================================================================
--- src/work/alpar/mapskeleton.h	(revision 242)
+++ 	(revision )
@@ -1,84 +1,0 @@
-// -*- c++ -*-
-#ifndef HUGO_MAPSKELETON_H
-#define HUGO_MAPSKELETON_H
-
-///\file
-///\brief Map concepts checking classes for testing and documenting.
-
-namespace hugo {
-  
-  ///Readable map skeleton
-  template<typename K, typename T>
-  class ReadMapSkeleton
-  {
-  public:
-    /// Map value type.
-    typedef T ValueType;
-    /// Map key type.
-    typedef K KeyType;
-
-    ///Default constructor.
-    ReadMapSkeleton() {}
-    
-    ///Reads an element of the map.
-    ValueType operator[](const KeyType &i) const {return ValueType();}
-  };
-
-
-  ///Writeable map skeleton
-  template<typename K, typename T>
-  class WriteMapSkeleton 
-  {
-  public:
-    /// Map value type.
-    typedef T ValueType;
-    /// Map key type.
-    typedef K KeyType;
-
-    ///Default constructor.
-    WriteMapSkeleton() {}
-    ///'Fill with' constructor.
-    WriteMapSkeleton(const ValueType &t) {}
-    
-    ///Write an element of a map.
-    void set(const KeyType &i,const ValueType &t) {}
-  };
-
-  ///Read/Write map skeleton.
-  template<typename K, typename T>
-  class ReadWriteMapSkeleton : public ReadMapSkeleton<K,T>,
-			       public WriteMapSkeleton<K,T>
-  {
-  public:
-    ///Default constructor.
-    ReadWriteMapSkeleton() : ReadMapSkeleton(), WriteMapSkeleton() {}
-    ///'Fill with' constructor.
-    ReadWriteMap(const ValueType &t) :ReadMapSkeleton(), WriteMapSkeleton(t) {}
-  };
-  
-  
-  ///Dereferable map skeleton
-  template<typename K, typename T>
-  class MemoryMapSkeleton : public ReadWriteMapSkeleton<K,T>
-  {
-  public:
-    /// Map value type.
-    typedef T ValueType;
-    /// Map key type.
-    typedef K KeyType;
-
-    ///Default constructor.
-    ReferenceMapSkeleton() : ReadWriteMapSkeleton() {}
-    ///'Fill with' constructor.
-    ReferenceMapSkeleton(const ValueType &t) : ReadWriteMapSkeleton(t) {}    
-
-    ///Give a reference to the value belonging to a key.
-    ValueType &operator[](const KeyType &i) {return *(ValueType*)0;} 
-    ///Give a const reference to the value belonging to a key.
-    const ValueType &operator[](const KeyType &i) const {return *(T*)0;}
-  };
-
-
-
-}
-#endif // HUGO_MAPSKELETON_H
