src/hugo/skeletons/path.h
author marci
Thu, 16 Sep 2004 13:54:46 +0000
changeset 865 2f3f87afb1d2
parent 823 afba7fbbb239
child 906 17f31d280385
permissions -rw-r--r--
Sorry, the name chosen was a mistake.
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// -*- c++ -*- //
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///\ingroup skeletons
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///\file
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///\brief Classes for representing paths in graphs.
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#ifndef HUGO_SKELETON_PATH_H
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#define HUGO_SKELETON_PATH_H
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#include <hugo/invalid.h>
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namespace hugo {
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  namespace skeleton {
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    /// \addtogroup skeletons
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    /// @{
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    //! \brief A skeletom structure for representing directed paths in a graph.
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    //!
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    //! A skeleton structure for representing directed paths in a graph.
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    //! \param GR The graph type in which the path is.
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    //!
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    //! In a sense, the path can be treated as a graph, for is has \c NodeIt
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    //! and \c EdgeIt with the same usage. These types converts to the \c Node
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    //! and \c Edge of the original graph.
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    template<typename GR>
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    class Path {
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    public:
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      /// Type of the underlying graph.
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      typedef /*typename*/ GR Graph;
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      /// Edge type of the underlying graph.
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      typedef typename Graph::Edge GraphEdge;
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      /// Node type of the underlying graph.
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     typedef typename Graph::Node GraphNode;
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      class NodeIt;
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      class EdgeIt;
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      /// \param _G The graph in which the path is.
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      ///
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      Path(const Graph &_G) {}
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      /// Length of the path.
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      size_t length() const {return 0;}
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      /// Returns whether the path is empty.
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      bool empty() const { return true;}
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      /// Resets the path to an empty path.
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      void clear() {}
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      /// \brief Starting point of the path.
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      ///
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      /// Starting point of the path.
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      /// Returns INVALID if the path is empty.
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      GraphNode/*It*/ head() const {return INVALID;}
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      /// \brief End point of the path.
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      ///
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      /// End point of the path.
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      /// Returns INVALID if the path is empty.
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      GraphNode/*It*/ tail() const {return INVALID;}
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      /// \brief First NodeIt/EdgeIt.
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      ///
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      /// Initializes node or edge iterator to point to the first
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      /// node or edge.
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      template<typename It>
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      It& first(It &i) const { return i=It(*this); }
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      /// \brief The head of an edge.
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      ///
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      /// Returns node iterator pointing to the head node of the
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      /// given edge iterator.
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      NodeIt head(const EdgeIt& e) const {return INVALID;}
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      /// \brief The tail of an edge.
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      ///
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      /// Returns node iterator pointing to the tail node of the
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      /// given edge iterator.
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      NodeIt tail(const EdgeIt& e) const {return INVALID;}
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      /* Iterator classes */
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      /**
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       * \brief Iterator class to iterate on the edges of the paths
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       *
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       * \ingroup skeletons
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       * This class is used to iterate on the edges of the paths
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       *
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       * Of course it converts to Graph::Edge
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       *
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       */
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      class EdgeIt {
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      public:
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	/// Default constructor
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	EdgeIt() {}
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	/// Invalid constructor
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	EdgeIt(Invalid) {}
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	/// Constructor with starting point
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	EdgeIt(const Path &_p) {}
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	operator GraphEdge () const {}
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	/// Next edge
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	EdgeIt& operator++() {return *this;}
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	/// Comparison operator
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	bool operator==(const EdgeIt& e) const {return true;}
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	/// Comparison operator
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	bool operator!=(const EdgeIt& e) const {return true;}
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// 	/// Comparison operator
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//      /// \todo It is not clear what is the "natural" ordering.
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// 	bool operator<(const EdgeIt& e) const {}
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      };
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      /**
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       * \brief Iterator class to iterate on the nodes of the paths
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       *
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       * \ingroup skeletons
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       * This class is used to iterate on the nodes of the paths
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       *
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       * Of course it converts to Graph::Node.
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       *
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       */
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      class NodeIt {
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      public:
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	/// Default constructor
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	NodeIt() {}
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	/// Invalid constructor
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	NodeIt(Invalid) {}
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	/// Constructor with starting point
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	NodeIt(const Path &_p) {}
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	///Conversion to Graph::Node
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	operator const GraphNode& () const {}
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	/// Next node
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	NodeIt& operator++() {return *this;}
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	/// Comparison operator
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	bool operator==(const NodeIt& e) const {return true;}
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	/// Comparison operator
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	bool operator!=(const NodeIt& e) const {return true;}
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// 	/// Comparison operator
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//      /// \todo It is not clear what is the "natural" ordering.
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// 	bool operator<(const NodeIt& e) const {}
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      };
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      friend class Builder;
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      /**
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       * \brief Class to build paths
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       *
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       * \ingroup skeletons
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       * This class is used to fill a path with edges.
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       *
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       * You can push new edges to the front and to the back of the path in
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       * arbitrary order then you should commit these changes to the graph.
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       *
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       * While the builder is active (after the first modifying
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       * operation and until the call of \ref commit())
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       * the underlining Path is in a
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       * "transitional" state (operations on it have undefined result).
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       */
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      class Builder {
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      public:
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        Path &P;
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	///\param _P the path you want to fill in.
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	///
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	Builder(Path &_P) : P(_P) {}
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	/// Sets the starting node of the path.
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	/// Sets the starting node of the path. Edge added to the path
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	/// afterwards have to be incident to this node.
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	/// You \em must start building an empry path with this functions.
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	/// (And you \em must \em not use it later).
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	/// \sa pushFront()
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	/// \sa pushBack()
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	void setStartNode(const GraphNode &) {}
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	///Push a new edge to the front of the path
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	///Push a new edge to the front of the path.
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	///If the path is empty, you \em must call \ref setStartNode() before
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	///the first use of \ref pushFront().
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	void pushFront(const GraphEdge& e) {}
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	///Push a new edge to the back of the path
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	///Push a new edge to the back of the path.
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	///If the path is empty, you \em must call \ref setStartNode() before
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	///the first use of \ref pushBack().
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	void pushBack(const GraphEdge& e) {}
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	///Commit the changes to the path.
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	void commit() {}
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	///Reserve (front) storage for the builder in advance.
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	///If you know an reasonable upper bound of the number of the edges
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	///to add to the front of the path,
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	///using this function you may speed up the building.
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	void reserveFront(size_t r) {}
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	///Reserve (back) storage for the builder in advance.
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	///If you know an reasonable upper bound of the number of the edges
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	///to add to the back of the path,
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	///using this function you may speed up the building.
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	void reserveBack(size_t r) {}
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      };
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    };
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  ///@}
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  }
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} // namespace hugo
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#endif // HUGO_SKELETON_PATH_H