lemon/elevator.h
author athos
Tue, 27 Mar 2007 09:23:33 +0000
changeset 2415 ef13597d249a
parent 2373 134639e6ea45
child 2512 371cf309fc3c
permissions -rw-r--r--
I only corrected bugs to make things compile: some featured not implemented here yet.
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/* -*- C++ -*-
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 *
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 * This file is a part of LEMON, a generic C++ optimization library
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 *
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 * Copyright (C) 2003-2007
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 * Egervary Jeno Kombinatorikus Optimalizalasi Kutatocsoport
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 * (Egervary Research Group on Combinatorial Optimization, EGRES).
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 *
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 * Permission to use, modify and distribute this software is granted
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 * provided that this copyright notice appears in all copies. For
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 * precise terms see the accompanying LICENSE file.
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 *
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 * This software is provided "AS IS" with no warranty of any kind,
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 * express or implied, and with no claim as to its suitability for any
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 * purpose.
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 *
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 */
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#ifndef LEMON_ELEVATOR_H
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#define LEMON_ELEVATOR_H
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///\ingroup auxdat
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///\file
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///\brief Elevator class
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///
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///Elevator class implements an efficient data structure
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///for labeling items in push-relabel type algorithms.
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///
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#include <test/test_tools.h>
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namespace lemon {
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  ///Class for handling "labels" in push-relabel type algorithms.
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  ///A class for handling "labels" in push-relabel type algorithms.
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  ///
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  ///\ingroup auxdat
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  ///Using this class you can assign "labels" (nonnegative integer numbers)
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  ///to the edges or nodes of a graph, manipulate and query them through
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  ///operations typically arising in "push-relabel" type algorithms.
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  ///
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  ///Each item is either \em active or not, and you can also choose a
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  ///highest level active item.
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  ///
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  ///\param Graph the underlying graph type
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  ///\param Item Type of the items the data is assigned to (Graph::Node,
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  ///Graph::Edge, Graph::UEdge)
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  template<class Graph, class Item>
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  class Elevator 
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  {
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  public:
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    typedef typename std::vector<Item>::iterator Vit;
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    typedef DefaultMap<Graph,Item,Vit> VitMap;
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    typedef DefaultMap<Graph,Item,int> IntMap;
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    const Graph &_g;
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    int _max_level;
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    int _item_num;
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    VitMap _where;
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    IntMap _level;
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    std::vector<Item> _items;
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    std::vector<Vit> _first;
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    std::vector<Vit> _last_active;
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    int _highest_active;
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    void copy(Item i, Vit p)
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    {
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      _where[*p=i]=p;
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    }
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    void copy(Vit s, Vit p)
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    {
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      if(s!=p) 
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	{
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	  Item i=*s;
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	  *p=i;
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	  _where[i]=p;
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	}
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    }
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    void swap(Vit i, Vit j)
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    {
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      Item ti=*i;
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      Vit ct = _where[ti];
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      _where[ti]=_where[*i=*j];
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      _where[*j]=ct;
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      *j=ti;
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    }
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    void checkDs() const
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    {
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      for(typename ItemSetTraits<Graph,Item>::ItemIt i(_g);i!=INVALID;++i)
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	{
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	  Vit w=_where[i];
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	  int l=_level[i];
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	  check(*w==i,"GEBASZ: CORRUPT DS");
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	  check(_first[l]<=w,"GEBASZ: CORRUPT DS");
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	  check(_first[l+1]>w,"GEBASZ: CORRUPT DS");
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	}
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      for(int l=0;l<=_max_level;++l) 
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	{
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	  check(_first[l]<=_last_active[l]+1,"GEBASZ: CORRUPT DS");
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	  check(_last_active[l]<_first[l+1],"GEBASZ: CORRUPT DS");
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	  check(_first[l]<=_first[l+1],"GEBASZ: CORRUPT DS");
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	}
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      check(_highest_active<0 ||
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	    _first[_highest_active]<=_last_active[_highest_active],
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	    "GEBASZ: CORRUPT DS");
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    }
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  public:
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    ///Constructor with given maximum level.
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    ///Constructor with given maximum level.
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    ///
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    ///\param g The underlying graph
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    ///\param max_level Set the range of the possible labels to
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    ///[0...\c max_level]
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    Elevator(const Graph &g,int max_level) :
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      _g(g),
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      _max_level(max_level),
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      _item_num(_max_level),
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      _where(g),
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      _level(g,0),
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      _items(_max_level),
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      _first(_max_level+2),
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      _last_active(_max_level+2),
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      _highest_active(-1) {}
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    ///Constructor.
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    ///Constructor.
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    ///
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    ///\param g The underlying graph
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    ///The range of the possible labels is [0...\c max_level],
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    ///where \c max_level is equal to the number of labeled items in the graph.
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    Elevator(const Graph &g) :
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      _g(g),
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      _max_level(countItems<Graph, Item>(g)),
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      _item_num(_max_level),
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      _where(g),
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      _level(g,0),
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      _items(_max_level),
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      _first(_max_level+2),
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      _last_active(_max_level+2),
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      _highest_active(-1)
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    {
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    }
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    ///Activate item \c i.
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    ///Activate item \c i.
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    ///\pre Item \c i shouldn't be active before.
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    void activate(Item i)
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    {
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      const int l=_level[i];
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      swap(_where[i],++_last_active[l]);
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      if(l>_highest_active) _highest_active=l;
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    }
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    ///Deactivate item \c i.
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    ///Deactivate item \c i.
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    ///\pre Item \c i must be active before.
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    void deactivate(Item i)  
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    {
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      swap(_where[i],_last_active[_level[i]]--);
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      while(_highest_active>=0 &&
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	    _last_active[_highest_active]<_first[_highest_active])
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	_highest_active--;
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    }
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    ///Query whether item \c i is active
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    bool active(Item i) const { return _where[i]<=_last_active[_level[i]]; }
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    ///Return the level of item \c i.
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    int operator[](Item i) const { return _level[i]; }
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    ///Returns an active item on level \c l.
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    ///Returns an active item on level \c l.
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    ///
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    ///Returns an active item on level \c l or \ref INVALID if there is no such
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    ///an item. (\c l must be from the range [0...\c max_level].
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    Item operator[](int l) const
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    { 
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      return _last_active[l]>=_first[l]?*_last_active[l]:INVALID;
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    }
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    ///Return the number of items on level \c l.
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    int onLevel(int l) const
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    {
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      return _first[l+1]-_first[l];
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    }
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    ///Return the number of items above level \c l.
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    int aboveLevel(int l) const
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    {
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      return _first[_max_level+1]-_first[l+1];
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    }
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    ///Return the number of active items on level \c l.
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    int activesOnLevel(int l) const
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    {
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      return _last_active[l]-_first[l]+1;
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    }
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    ///Return the maximum allowed level.
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    int maxLevel() const 
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    {
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      return _max_level;
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    }    
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    ///\name Highest Active Item
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    ///Functions for working with the highest level
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    ///active item.
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    ///@{
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    ///Return a highest level active item.
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    ///Return a highest level active item.
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    ///
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    ///\return the highest level active item or INVALID if there is no active
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    ///item.
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    Item highestActive() const 
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    {
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      return _highest_active>=0?*_last_active[_highest_active]:INVALID;
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    }
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    ///Return a highest active level.
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    ///Return a highest active level.
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    ///
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    ///\return the level of the highest active item or -1 if there is no active
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    ///item.
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    int highestActiveLevel() const 
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    {
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      return _highest_active;
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    }
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    ///Lift the highest active item by one.
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    ///Lift the item returned by highestActive() by one.
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    ///
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    void liftHighestActive() 
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    {
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      ++_level[*_last_active[_highest_active]];
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      swap(_last_active[_highest_active]--,_last_active[_highest_active+1]);
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      --_first[++_highest_active];
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    }
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    ///Lift the highest active item.
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    ///Lift the item returned by highestActive() to level \c new_level.
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    ///
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    ///\warning \c new_level must be strictly higher
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    ///than the current level.
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    ///
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    void liftHighestActiveTo(int new_level) 
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    {
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      const Item li = *_last_active[_highest_active];
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      copy(--_first[_highest_active+1],_last_active[_highest_active]--);
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      for(int l=_highest_active+1;l<new_level;l++)
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	{
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	  copy(--_first[l+1],_first[l]);
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	  --_last_active[l];
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	}
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      copy(li,_first[new_level]);
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      _level[li]=new_level;
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      _highest_active=new_level;
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    }
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    ///@}
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    ///Lift an active item to a higher level.
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    ///Lift an active item to a higher level.
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    ///\param i The item to be lifted. It must be active.
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    ///\param new_level The new level of \c i. It must be strictly higher
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    ///than the current level.
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    ///
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    void liftTo(Item i, int new_level) 
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    {
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      const int lo = _level[i];
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      const Vit w = _where[i];
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      copy(_last_active[lo],w);
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      copy(--_first[lo+1],_last_active[lo]--);
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      for(int l=lo+1;l<new_level;l++)
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	{
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	  copy(_last_active[l],_first[l]);
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	  copy(--_first[l+1],_last_active[l]--);
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	}
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      copy(i,_first[new_level]);
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      _level[i]=new_level;
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      if(new_level>_highest_active) _highest_active=new_level;
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    }
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//     void liftToTop(int l) 
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//     {
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//       const Vit f=_first[l];
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//       for(int i=l;i<=_max_level;i++)
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// 	{
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// 	  _first[i]=f;
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// 	  _last_active[i]=f-1;
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// 	}
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//       for(Vit i=f;i!=_items.end();++i)
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// 	_level[*i]=_max_level;
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//       for(_highest_active=l-1;
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// 	  _highest_active>=0 &&
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// 	    _last_active[_highest_active]<_first[_highest_active];
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// 	  _highest_active--) ;
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//     }
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    ///Lift all nodes on and above a level to the top (and deactivate them).
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    ///This function lifts all nodes on and above level \c l to \c maxLevel(),
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    ///and
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    ///also deactivates them.
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    void liftToTop(int l) 
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    {
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      const Vit f=_first[l];
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      const Vit tl=_first[_max_level];
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      for(Vit i=f;i!=tl;++i)
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	_level[*i]=_max_level;
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      for(int i=l;i<=_max_level;i++)
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	{
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	  _first[i]=f;
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	  _last_active[i]=f-1;
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	}
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      for(_highest_active=l-1;
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	  _highest_active>=0 &&
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	    _last_active[_highest_active]<_first[_highest_active];
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	  _highest_active--) ;
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    }
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  private:
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    int _init_lev;
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    Vit _init_num;
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  public:
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    ///\name Initialization
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    ///Using this function you can initialize the levels of the item.
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    ///\n
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    ///This initializatios is started with calling \c initStart().
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    ///Then the
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    ///items should be listed levels by levels statring with the lowest one
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    ///(with level 0). This is done by using \c initAddItem()
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    ///and \c initNewLevel(). Finally \c initFinish() must be called.
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    ///The items not listed will be put on the highest level.
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    ///@{
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    ///Start the initialization process.
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    void initStart() 
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    {
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      _init_lev=0;
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      _init_num=_items.begin();
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      _first[0]=_items.begin();
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      _last_active[0]=_items.begin()-1;
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      Vit n=_items.begin();
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      for(typename ItemSetTraits<Graph,Item>::ItemIt i(_g);i!=INVALID;++i)
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	{
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	  *n=i;
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	  _where[i]=n;
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	  _level[i]=_max_level;
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	  ++n;
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	}
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    }
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    ///Add an item to the current level.
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    void initAddItem(Item i)
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    { 
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     swap(_where[i],_init_num);
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      _level[i]=_init_lev;
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      ++_init_num;
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    }
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    ///Start a new level.
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    ///Start a new level.
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    ///It shouldn't be used before the items on level 0 are listed.
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    void initNewLevel() 
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    {
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      _init_lev++;
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      _first[_init_lev]=_init_num;
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      _last_active[_init_lev]=_init_num-1;
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    }
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    ///Finalize the initialization process.
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    void initFinish()
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    {
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      for(_init_lev++;_init_lev<=_max_level;_init_lev++)
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	{
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	  _first[_init_lev]=_init_num;
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	  _last_active[_init_lev]=_init_num-1;
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	}
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      _first[_max_level+1]=_items.begin()+_item_num;
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      _last_active[_max_level+1]=_items.begin()+_item_num-1;
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    }
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    ///@}
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  };
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} //END OF NAMESPACE LEMON
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#endif
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