doc/basic_concepts.dox
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/**
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\page basic_concepts Basic concepts
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\section basic_graph The graph classes
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The most important classes in LEMON are the graph classes. An instance of a graph
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class is the representation of the mathematical graph. It holds the topology and
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every structural information of the graph. The structural manipulations are also
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provided by the graph object. There is no universal graph class instead we have
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different classes for different purposes. They can differ in many ways, but all
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have to satisfy one or more \ref concept "graph concepts" which are standardized
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interfaces to work with the rest of the library. The most basic concept is the
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\ref Graph.<br>
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A good example is the \ref ListGraph which we already know from Hello World and
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will be used in our examples as well.
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One main advantage of the templates are, that you can write your own graph classes.
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As long as they provide the interface a concept is defining all the LEMON algorithms
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and classes will work with it properly - no representation or implementation is
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written into stone.
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\subsection basic_node Nodes
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To refer to a node of a graph we need some kind of typed variable. Graph classes
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have the Node public type for this purpose. Stacking by the last example:
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\code lemon::ListGraph::Node \endcode
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If the graph fits the ExtendableGraphComponent concept, then you can add new nodes
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to the graph with the addNode() member function. It returns the newly added node
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(as value). So if you need the new node to do something useful with, for example
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create an edge, assign a value to it through \ref map1 maps.
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\code lemon::ListGraph::Node  new_node = graph.addNode(); \endcode
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If the graph fits into the ErasableGraphComponent concept you can also remove nodes
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from the graph with the erase() member function.
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\code graph.erase( new_node ); \endcode
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You don't have to store every node in a variable, you can access individual nodes
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with node iterators discussed in the next section. But how do you know which
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node is which?<br>
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The graph class has the id( Node n ) member function providing an unique identifier
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assigned to every node.
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\subsection basic_edge Edges
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An Edge is what you think it is. It goes from one node to another node (they can
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be identical if the edge is a loop). If the graph class is directed, the Edge is directed too. Otherwise
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the edge is considered undirected and called UEdge.
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\code lemon::ListUGraph::UEdge \endcode
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The addEdge() member function will create a new edge. It has two arguments, the
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source node and the target node. The graph class must be extendable.
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\code lemon::ListGraph::Edge  new_edge = graph.addEdge( src_node, trg_node ); \endcode
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You can handle edges similar as nodes. The erase() member function has an edge taking
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overload too.
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You can ask for the source or target node of the edge by the corresponding member
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functions:
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\code
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graph.source( new_edge );
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lemon::ListGraph::Node  n = graph.target( new_edge ); \endcode
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These functions are always legal even if the graph is undirected. UEdge has a
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default direction.
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\section basic_iterators Iterators
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Graphs are some kind of containers. And as you expect they have iterator types.
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One for nodes and a couple for edges - and special classes can have additional
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iterators too. An example:
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\code lemon::ListGraph::NodeIt \endcode
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This is a node iterator. Every iterator type starts with a name that refers to
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the iterated object, and ends with 'It'.
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LEMON style iterators differ from \c stl or \c boost iterators in a very tasty
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way. A graph has no begin or end - or at least a generic graph class has none.
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If by some topology you could pick a good begin node, it would be misleading and
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incorrect. A LEMON style iterator must be initialized at construction time.
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The constructor takes the needed parameters - by a node iterator it's the graph
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object. And will be compared to the lemon::INVALID to check if it's still valid.
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Every iterator can be compared to INVALID. No \c begin() or \c end() needed.<br>
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Let's see these things working together:
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\code
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for( ListGraph::NodeIt n(graph); n != INVALID; ++n )
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    do_useful_things_with_node(n);
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\endcode
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Note that the function \c do_useful_things_with_node() expects a Node type argument
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ad we just gave him the iterator. LEMON style iterators must provide "on demand
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dereferencing". For example a NodeIt can be used everywhere a Node could. (In some
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graph classes Node is the base class of NodeIt. But in other cases this is implemented
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through typecast operator.)
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<b>Very important!</b> The iteration has no defined order. There is absolutely no
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warranty that the next time the iteration will give us the nodes in the same order.
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Don't use this order to identify nodes! Use the \c id() member function of the
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graph class described above. (There is a powerful technique using maps right in
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the next page.)
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The \ref EdgeIt works exactly the same - nothing more to say. But there are \ref InEdgeIt
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and \ref OutEdgeIt by directed graphs and \ref IncEdgeIt by undirected graphs.
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They take two arguments. The first is a graph, the second is certain node of the
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graph. InEdgeIt iterates on the incoming edges of that node and OutEdgeIt does it
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on the outgoing edges. The IncEdgeIt of course iterates every edge connecting to
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the given node.
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\code
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for( ListGraph::NodeIt n(graph); n != INVALID; ++n ) {
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  int in = 0, out = 0;
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  for( ListGraph::InEdgeIt e(graph,n); e != INVALID; ++e ) ++in;
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  for( ListGraph::OutEdgeIt e(graph,n); e != INVALID; ++e ) ++out;
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  std::cout << "#" << graph.id(n) << " node has " << in << " incoming and "
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    << out << "outgoing edges." << std::endl;
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}
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\endcode
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\section basic_ListGraph ListGraph - a versatile directed graph
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As you see ListGraph satisfies most of the basic concepts and ideal for general
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graph representations. It has an undirected version too: ListUGraph.
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*/