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// -*- c++ -*-
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#ifndef HUGO_EMPTYGRAPH_H
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#define HUGO_EMPTYGRAPH_H
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#include <invalid.h>
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/// The namespace of HugoLib
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namespace hugo {
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// @defgroup empty_graph The GraphSkeleton class
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// @{
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/// An empty graph class.
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/// This class provides all the common features of a grapf structure,
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/// however completely without implementations or real data structures
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/// behind the interface.
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/// All graph algorithms should compile with this class, but it will not
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/// run properly, of course.
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///
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/// It can be used for checking the interface compatibility,
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/// or it can serve as a skeleton of a new graph structure.
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///
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/// Also, you will find here the full documentation of a certain graph
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/// feature, the documentation of a real graph imlementation
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/// like @ref ListGraph or
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/// @ref SmartGraph will just refer to this structure.
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class GraphSkeleton
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{
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public:
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/// The base type of the node iterators.
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/// This \c Node is the base type of each node iterators,
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/// thus each kind of node iterator will convert to this.
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class Node {
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public:
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/// @warning The default constructor sets the iterator
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/// to an undefined value.
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Node() {} //FIXME
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/// Invalid constructor \& conversion.
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/// This constructor initializes the iterator to be invalid.
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/// \sa Invalid for more details.
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Node(Invalid) {}
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//Node(const Node &) {}
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/// Two iterators are equal if and only if they point to the
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/// same object or both are invalid.
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bool operator==(Node n) const { return true; }
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/// \sa \ref operator==(Node n)
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///
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bool operator!=(Node n) const { return true; }
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bool operator<(Node n) const { return true; }
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};
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/// This iterator goes through each node.
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class NodeIt : public Node {
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public:
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/// @warning The default constructor sets the iterator
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/// to an undefined value.
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NodeIt() {} //FIXME
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/// Invalid constructor \& conversion.
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/// Initialize the iterator to be invalid
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/// \sa Invalid for more details.
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NodeIt(Invalid) {}
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/// Sets the iterator to the first node of \c G.
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NodeIt(const GraphSkeleton &G) {}
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/// @warning The default constructor sets the iterator
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/// to an undefined value.
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NodeIt(const NodeIt &) {}
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};
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/// The base type of the edge iterators.
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class Edge {
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public:
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/// @warning The default constructor sets the iterator
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/// to an undefined value.
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Edge() {} //FIXME
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/// Initialize the iterator to be invalid
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Edge(Invalid) {}
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/// Two iterators are equal if and only if they point to the
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/// same object or both are invalid.
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bool operator==(Edge n) const { return true; }
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bool operator!=(Edge n) const { return true; }
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bool operator<(Edge n) const { return true; }
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};
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/// This iterator goes trought the outgoing edges of a certain graph.
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class OutEdgeIt : public Edge {
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public:
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/// @warning The default constructor sets the iterator
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/// to an undefined value.
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OutEdgeIt() {}
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/// Initialize the iterator to be invalid
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OutEdgeIt(Invalid) {}
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/// This constructor sets the iterator to first outgoing edge.
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/// This constructor set the iterator to the first outgoing edge of
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/// node
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///@param n the node
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///@param G the graph
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OutEdgeIt(const GraphSkeleton & G, Node n) {}
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};
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class InEdgeIt : public Edge {
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public:
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/// @warning The default constructor sets the iterator
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/// to an undefined value.
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InEdgeIt() {}
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/// Initialize the iterator to be invalid
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InEdgeIt(Invalid) {}
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InEdgeIt(const GraphSkeleton &, Node) {}
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};
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// class SymEdgeIt : public Edge {};
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class EdgeIt : public Edge {
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public:
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/// @warning The default constructor sets the iterator
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/// to an undefined value.
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EdgeIt() {}
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/// Initialize the iterator to be invalid
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EdgeIt(Invalid) {}
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EdgeIt(const GraphSkeleton &) {}
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};
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/// First node of the graph.
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/// \post \c i and the return value will be the first node.
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///
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NodeIt &first(NodeIt &i) const { return i;}
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/// The first outgoing edge.
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InEdgeIt &first(InEdgeIt &i, Node n) const { return i;}
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/// The first incoming edge.
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OutEdgeIt &first(OutEdgeIt &i, Node n) const { return i;}
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// SymEdgeIt &first(SymEdgeIt &, Node) const { return i;}
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/// The first edge of the Graph.
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EdgeIt &first(EdgeIt &i) const { return i;}
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// Node getNext(Node) const {}
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// InEdgeIt getNext(InEdgeIt) const {}
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// OutEdgeIt getNext(OutEdgeIt) const {}
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// //SymEdgeIt getNext(SymEdgeIt) const {}
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// EdgeIt getNext(EdgeIt) const {}
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/// Go to the next node.
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NodeIt &next(NodeIt &i) const { return i;}
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/// Go to the next incoming edge.
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InEdgeIt &next(InEdgeIt &i) const { return i;}
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/// Go to the next outgoing edge.
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OutEdgeIt &next(OutEdgeIt &i) const { return i;}
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//SymEdgeIt &next(SymEdgeIt &) const {}
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/// Go to the next edge.
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EdgeIt &next(EdgeIt &i) const { return i;}
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///Gives back the head node of an edge.
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Node head(Edge) const { return INVALID; }
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///Gives back the tail node of an edge.
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Node tail(Edge) const { return INVALID; }
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// Node aNode(InEdgeIt) const {}
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// Node aNode(OutEdgeIt) const {}
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// Node aNode(SymEdgeIt) const {}
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// Node bNode(InEdgeIt) const {}
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// Node bNode(OutEdgeIt) const {}
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// Node bNode(SymEdgeIt) const {}
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/// Checks if a node iterator is valid
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bool valid(const Node) const { return true;}
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/// Checks if an edge iterator is valid
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bool valid(const Edge) const { return true;}
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///Gives back the \e id of a node.
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///\warning Not all graph structure provide this feature.
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///
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int id(const Node) const { return 0;}
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///Gives back the \e id of an edge.
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///\warning Not all graph structure provide this feature.
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///
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int id(const Edge) const { return 0;}
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//void setInvalid(Node &) const {};
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//void setInvalid(Edge &) const {};
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///Add a new node to the graph.
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/// \return the new node.
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Node addNode() { return INVALID;}
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///Add a new edge to the graph.
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///Add a new edge to the graph with tail node \c tail
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///and head node \c head.
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///\return the new edge.
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Edge addEdge(Node tail, Node head) { return INVALID;}
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/// Deletes a node.
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///\warning Not all graph structure provide this feature.
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///
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void erase(Node n) {}
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/// Deletes an edge.
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///\warning Not all graph structure provide this feature.
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///
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void erase(Edge e) {}
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/// Reset the graph.
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/// This function deletes all edges and nodes of the graph.
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/// It also frees the memory allocated to store them.
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void clear() {}
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int nodeNum() const { return 0;}
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int edgeNum() const { return 0;}
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GraphSkeleton() {}
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GraphSkeleton(const GraphSkeleton &G) {}
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///Read/write map of the nodes to type \c T.
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/// \todo We may need copy constructor
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/// \todo We may need conversion from other nodetype
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/// \todo We may need operator=
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template<class T> class NodeMap
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{
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public:
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typedef T ValueType;
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typedef Node KeyType;
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NodeMap(const GraphSkeleton &G) {}
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NodeMap(const GraphSkeleton &G, T t) {}
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template<typename TT> NodeMap(const NodeMap<TT> &m) {}
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/// Sets the value of a node.
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/// Sets the value associated with node \c i to the value \c t.
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///
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void set(Node i, T t) {}
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/// Gets the value of a node.
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T get(Node i) const {return *(T*)0;} //FIXME: Is it necessary
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T &operator[](Node i) {return *(T*)0;}
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const T &operator[](Node i) const {return *(T*)0;}
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/// Updates the map if the graph has been changed
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/// \todo Do we need this?
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///
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void update() {}
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void update(T a) {} //FIXME: Is it necessary
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};
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///Read/write map of the edges to type \c T.
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///Read/write map of the edges to type \c T.
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///It behaves exactly the same way as \ref NodeMap.
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template<class T> class EdgeMap
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{
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public:
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typedef T ValueType;
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typedef Edge KeyType;
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EdgeMap(const GraphSkeleton &G) {}
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EdgeMap(const GraphSkeleton &G, T t) {}
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void set(Edge i, T t) {}
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T get(Edge i) const {return *(T*)0;}
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T &operator[](Edge i) {return *(T*)0;}
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void update() {}
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void update(T a) {} //FIXME: Is it necessary
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};
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};
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// @}
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} //namespace hugo
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// class EmptyBipGraph : public Graph Skeleton
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// {
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// class ANode {};
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// class BNode {};
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// ANode &next(ANode &) {}
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// BNode &next(BNode &) {}
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// ANode &getFirst(ANode &) const {}
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// BNode &getFirst(BNode &) const {}
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// enum NodeClass { A = 0, B = 1 };
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// NodeClass getClass(Node n) {}
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// }
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#endif // HUGO_EMPTYGRAPH_H
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