// -*- c++ -*- #ifndef HUGO_SKELETON_GRAPH_H #define HUGO_SKELETON_GRAPH_H ///\ingroup skeletons ///\file ///\brief Declaration of GraphSkeleton. #include #include /// The namespace of HugoLib namespace hugo { namespace skeleton { /// \addtogroup skeletons /// @{ /// An empty static 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 StaticGraphSkeleton { public: /// Defalult constructor. StaticGraphSkeleton() { } ///Copy consructor. ///\todo It is not clear, what we expect from a copy constructor. ///E.g. How to assign the nodes/edges to each other? What about maps? StaticGraphSkeleton(const StaticGraphSkeleton& g) { } /// The base type of node iterators, /// or in other words, the trivial node iterator. /// This is the base type of each node iterator, /// thus each kind of node iterator converts to this. /// More precisely each kind of node iterator have to be inherited /// from the trivial node iterator. class Node { public: /// @warning The default constructor sets the iterator /// to an undefined value. Node() { } /// Copy constructor. Node(const Node&) { } /// Invalid constructor \& conversion. /// This constructor initializes the iterator to be invalid. /// \sa Invalid for more details. Node(Invalid) { } /// Two iterators are equal if and only if they point to the /// same object or both are invalid. bool operator==(Node) const { return true; } /// \sa \ref operator==(Node n) /// bool operator!=(Node) const { return true; } bool operator<(Node) 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); ++n) ++count; /// \endcode class NodeIt : public Node { public: /// @warning The default constructor sets the iterator /// to an undefined value. NodeIt() { } /// Copy constructor. NodeIt(const NodeIt&) { } /// 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 StaticGraphSkeleton& g) { } /// Sets the iterator to the node of \c g pointed by the trivial /// iterator n. This feature necessitates that each time we /// iterate the node-set, the iteration order is the same. NodeIt(const StaticGraphSkeleton& g, const Node& n) { } /// Assign the iterator to the next node. NodeIt& operator++() { return *this; } }; /// The base type of the edge iterators. class Edge { public: /// @warning The default constructor sets the iterator /// to an undefined value. Edge() { } /// Copy constructor. Edge(const Edge&) { } /// 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) const { return true; } bool operator!=(Edge) const { return true; } bool operator<(Edge) 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); ++e) ++count; /// \endcode class OutEdgeIt : public Edge { public: /// @warning The default constructor sets the iterator /// to an undefined value. OutEdgeIt() { } /// Copy constructor. OutEdgeIt(const 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 StaticGraphSkeleton& g, const Node& n) { } /// Sets the iterator to the value of the trivial iterator \c e. /// This feature necessitates that each time we /// iterate the edge-set, the iteration order is the same. OutEdgeIt(const StaticGraphSkeleton& g, const Edge& e) { } /// Assign the iterator to the next outedge of the corresponding node. OutEdgeIt& operator++() { return *this; } }; /// 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); ++) ++count; /// \endcode class InEdgeIt : public Edge { public: /// @warning The default constructor sets the iterator /// to an undefined value. InEdgeIt() { } /// Copy constructor. InEdgeIt(const InEdgeIt&) { } /// Initialize the iterator to be invalid. InEdgeIt(Invalid) { } /// . InEdgeIt(const StaticGraphSkeleton&, const Node&) { } /// . InEdgeIt(const StaticGraphSkeleton&, const Edge&) { } /// Assign the iterator to the next inedge of the corresponding node. InEdgeIt& operator++() { return *this; } }; // 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); ++e) ++count; /// \endcode class EdgeIt : public Edge { public: /// @warning The default constructor sets the iterator /// to an undefined value. EdgeIt() { } /// Copy constructor. EdgeIt(const EdgeIt&) { } /// Initialize the iterator to be invalid. EdgeIt(Invalid) { } /// . EdgeIt(const StaticGraphSkeleton&) { } /// . EdgeIt(const StaticGraphSkeleton&, const Edge&) { } EdgeIt& operator++() { return *this; } }; /// First node of the graph. /// \retval i the first node. /// \return the first node. /// NodeIt& first(NodeIt& i) const { return i; } /// The first incoming edge. InEdgeIt& first(InEdgeIt &i, Node) const { return i; } /// The first outgoing edge. OutEdgeIt& first(OutEdgeIt& i, Node) 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; } /// 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; } ///Reference map of the nodes to type \c T. ///Reference map of the nodes to type \c T. /// \sa ReferenceSkeleton /// \warning Making maps that can handle bool type (NodeMap) /// needs extra attention! template class NodeMap : public ReferenceMap< Node, T > { public: NodeMap(const StaticGraphSkeleton&) { } NodeMap(const StaticGraphSkeleton&, T) { } ///Copy constructor template NodeMap(const NodeMap&) { } ///Assignment operator template NodeMap& operator=(const NodeMap&) { return *this; } }; ///Reference map of the edges to type \c T. ///Reference map of the edges to type \c T. /// \sa ReferenceSkeleton /// \warning Making maps that can handle bool type (EdgeMap) /// needs extra attention! template class EdgeMap : public ReferenceMap { public: typedef T ValueType; typedef Edge KeyType; EdgeMap(const StaticGraphSkeleton&) { } EdgeMap(const StaticGraphSkeleton&, T) { } ///Copy constructor template EdgeMap(const EdgeMap&) { } ///Assignment operator template EdgeMap &operator=(const EdgeMap&) { return *this; } }; }; /// An empty graph class. /// This class provides everything that \c StaticGraphSkeleton /// with additional functionality which enables to build a /// graph from scratch. class GraphSkeleton : public StaticGraphSkeleton { public: /// Defalult constructor. GraphSkeleton() { } ///Copy consructor. ///\todo It is not clear, what we expect from a copy constructor. ///E.g. How to assign the nodes/edges to each other? What about maps? GraphSkeleton(const GraphSkeleton&) { } ///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, Node) { return INVALID; } /// Resets the graph. /// This function deletes all edges and nodes of the graph. /// It also frees the memory allocated to store them. /// \todo It might belong to \c EraseableGraphSkeleton. void clear() { } }; /// An empty eraseable graph class. /// This class is an extension of \c GraphSkeleton. It also makes it /// possible to erase edges or nodes. class EraseableGraphSkeleton : public GraphSkeleton { public: /// Deletes a node. void erase(Node n) { } /// Deletes an edge. void erase(Edge e) { } /// Defalult constructor. EraseableGraphSkeleton() { } ///Copy consructor. EraseableGraphSkeleton(const GraphSkeleton&) { } }; // @} } //namespace skeleton } //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_SKELETON_GRAPH_H