/* -*- mode: C++; indent-tabs-mode: nil; -*- * * This file is a part of LEMON, a generic C++ optimization library. * * Copyright (C) 2003-2009 * Egervary Jeno Kombinatorikus Optimalizalasi Kutatocsoport * (Egervary Research Group on Combinatorial Optimization, EGRES). * * Permission to use, modify and distribute this software is granted * provided that this copyright notice appears in all copies. For * precise terms see the accompanying LICENSE file. * * This software is provided "AS IS" with no warranty of any kind, * express or implied, and with no claim as to its suitability for any * purpose. * */ #ifndef LEMON_ELEVATOR_H #define LEMON_ELEVATOR_H ///\ingroup auxdat ///\file ///\brief Elevator class /// ///Elevator class implements an efficient data structure ///for labeling items in push-relabel type algorithms. /// #include #include namespace lemon { ///Class for handling "labels" in push-relabel type algorithms. ///A class for handling "labels" in push-relabel type algorithms. /// ///\ingroup auxdat ///Using this class you can assign "labels" (nonnegative integer numbers) ///to the edges or nodes of a graph, manipulate and query them through ///operations typically arising in "push-relabel" type algorithms. /// ///Each item is either \em active or not, and you can also choose a ///highest level active item. /// ///\sa LinkedElevator /// ///\param Graph Type of the underlying graph. ///\param Item Type of the items the data is assigned to (Graph::Node, ///Graph::Arc, Graph::Edge). template class Elevator { public: typedef Item Key; typedef int Value; private: typedef Item *Vit; typedef typename ItemSetTraits::template Map::Type VitMap; typedef typename ItemSetTraits::template Map::Type IntMap; const Graph &_g; int _max_level; int _item_num; VitMap _where; IntMap _level; std::vector _items; std::vector _first; std::vector _last_active; int _highest_active; void copy(Item i, Vit p) { _where.set(*p=i,p); } void copy(Vit s, Vit p) { if(s!=p) { Item i=*s; *p=i; _where.set(i,p); } } void swap(Vit i, Vit j) { Item ti=*i; Vit ct = _where[ti]; _where.set(ti,_where[*i=*j]); _where.set(*j,ct); *j=ti; } public: ///Constructor with given maximum level. ///Constructor with given maximum level. /// ///\param graph The underlying graph. ///\param max_level The maximum allowed level. ///Set the range of the possible labels to [0..max_level]. Elevator(const Graph &graph,int max_level) : _g(graph), _max_level(max_level), _item_num(_max_level), _where(graph), _level(graph,0), _items(_max_level), _first(_max_level+2), _last_active(_max_level+2), _highest_active(-1) {} ///Constructor. ///Constructor. /// ///\param graph The underlying graph. ///Set the range of the possible labels to [0..max_level], ///where \c max_level is equal to the number of labeled items in the graph. Elevator(const Graph &graph) : _g(graph), _max_level(countItems(graph)), _item_num(_max_level), _where(graph), _level(graph,0), _items(_max_level), _first(_max_level+2), _last_active(_max_level+2), _highest_active(-1) { } ///Activate item \c i. ///Activate item \c i. ///\pre Item \c i shouldn't be active before. void activate(Item i) { const int l=_level[i]; swap(_where[i],++_last_active[l]); if(l>_highest_active) _highest_active=l; } ///Deactivate item \c i. ///Deactivate item \c i. ///\pre Item \c i must be active before. void deactivate(Item i) { swap(_where[i],_last_active[_level[i]]--); while(_highest_active>=0 && _last_active[_highest_active]<_first[_highest_active]) _highest_active--; } ///Query whether item \c i is active bool active(Item i) const { return _where[i]<=_last_active[_level[i]]; } ///Return the level of item \c i. int operator[](Item i) const { return _level[i]; } ///Return the number of items on level \c l. int onLevel(int l) const { return _first[l+1]-_first[l]; } ///Return true if level \c l is empty. bool emptyLevel(int l) const { return _first[l+1]-_first[l]==0; } ///Return the number of items above level \c l. int aboveLevel(int l) const { return _first[_max_level+1]-_first[l+1]; } ///Return the number of active items on level \c l. int activesOnLevel(int l) const { return _last_active[l]-_first[l]+1; } ///Return true if there is no active item on level \c l. bool activeFree(int l) const { return _last_active[l]<_first[l]; } ///Return the maximum allowed level. int maxLevel() const { return _max_level; } ///\name Highest Active Item ///Functions for working with the highest level ///active item. ///@{ ///Return a highest level active item. ///Return a highest level active item or INVALID if there is no active ///item. Item highestActive() const { return _highest_active>=0?*_last_active[_highest_active]:INVALID; } ///Return the highest active level. ///Return the level of the highest active item or -1 if there is no active ///item. int highestActiveLevel() const { return _highest_active; } ///Lift the highest active item by one. ///Lift the item returned by highestActive() by one. /// void liftHighestActive() { Item it = *_last_active[_highest_active]; _level.set(it,_level[it]+1); swap(_last_active[_highest_active]--,_last_active[_highest_active+1]); --_first[++_highest_active]; } ///Lift the highest active item to the given level. ///Lift the item returned by highestActive() to level \c new_level. /// ///\warning \c new_level must be strictly higher ///than the current level. /// void liftHighestActive(int new_level) { const Item li = *_last_active[_highest_active]; copy(--_first[_highest_active+1],_last_active[_highest_active]--); for(int l=_highest_active+1;l=0 && _last_active[_highest_active]<_first[_highest_active]) _highest_active--; } ///@} ///\name Active Item on Certain Level ///Functions for working with the active items. ///@{ ///Return an active item on level \c l. ///Return an active item on level \c l or \ref INVALID if there is no such ///an item. (\c l must be from the range [0...\c max_level]. Item activeOn(int l) const { return _last_active[l]>=_first[l]?*_last_active[l]:INVALID; } ///Lift the active item returned by \c activeOn(level) by one. ///Lift the active item returned by \ref activeOn() "activeOn(level)" ///by one. Item liftActiveOn(int level) { Item it =*_last_active[level]; _level.set(it,_level[it]+1); swap(_last_active[level]--, --_first[level+1]); if (level+1>_highest_active) ++_highest_active; } ///Lift the active item returned by \c activeOn(level) to the given level. ///Lift the active item returned by \ref activeOn() "activeOn(level)" ///to the given level. void liftActiveOn(int level, int new_level) { const Item ai = *_last_active[level]; copy(--_first[level+1], _last_active[level]--); for(int l=level+1;l_highest_active) _highest_active=new_level; } ///Lift the active item returned by \c activeOn(level) to the top level. ///Lift the active item returned by \ref activeOn() "activeOn(level)" ///to the top level and deactivate it. void liftActiveToTop(int level) { const Item ai = *_last_active[level]; copy(--_first[level+1],_last_active[level]--); for(int l=level+1;l<_max_level;l++) { copy(_last_active[l],_first[l]); copy(--_first[l+1], _last_active[l]--); } copy(ai,_first[_max_level]); --_last_active[_max_level]; _level.set(ai,_max_level); if (_highest_active==level) { while(_highest_active>=0 && _last_active[_highest_active]<_first[_highest_active]) _highest_active--; } } ///@} ///Lift an active item to a higher level. ///Lift an active item to a higher level. ///\param i The item to be lifted. It must be active. ///\param new_level The new level of \c i. It must be strictly higher ///than the current level. /// void lift(Item i, int new_level) { const int lo = _level[i]; const Vit w = _where[i]; copy(_last_active[lo],w); copy(--_first[lo+1],_last_active[lo]--); for(int l=lo+1;l_highest_active) _highest_active=new_level; } ///Move an inactive item to the top but one level (in a dirty way). ///This function moves an inactive item from the top level to the top ///but one level (in a dirty way). ///\warning It makes the underlying datastructure corrupt, so use it ///only if you really know what it is for. ///\pre The item is on the top level. void dirtyTopButOne(Item i) { _level.set(i,_max_level - 1); } ///Lift all items on and above the given level to the top level. ///This function lifts all items on and above level \c l to the top ///level and deactivates them. void liftToTop(int l) { const Vit f=_first[l]; const Vit tl=_first[_max_level]; for(Vit i=f;i!=tl;++i) _level.set(*i,_max_level); for(int i=l;i<=_max_level;i++) { _first[i]=f; _last_active[i]=f-1; } for(_highest_active=l-1; _highest_active>=0 && _last_active[_highest_active]<_first[_highest_active]; _highest_active--) ; } private: int _init_lev; Vit _init_num; public: ///\name Initialization ///Using these functions you can initialize the levels of the items. ///\n ///The initialization must be started with calling \c initStart(). ///Then the items should be listed level by level starting with the ///lowest one (level 0) using \c initAddItem() and \c initNewLevel(). ///Finally \c initFinish() must be called. ///The items not listed are put on the highest level. ///@{ ///Start the initialization process. void initStart() { _init_lev=0; _init_num=&_items[0]; _first[0]=&_items[0]; _last_active[0]=&_items[0]-1; Vit n=&_items[0]; for(typename ItemSetTraits::ItemIt i(_g);i!=INVALID;++i) { *n=i; _where.set(i,n); _level.set(i,_max_level); ++n; } } ///Add an item to the current level. void initAddItem(Item i) { swap(_where[i],_init_num); _level.set(i,_init_lev); ++_init_num; } ///Start a new level. ///Start a new level. ///It shouldn't be used before the items on level 0 are listed. void initNewLevel() { _init_lev++; _first[_init_lev]=_init_num; _last_active[_init_lev]=_init_num-1; } ///Finalize the initialization process. void initFinish() { for(_init_lev++;_init_lev<=_max_level;_init_lev++) { _first[_init_lev]=_init_num; _last_active[_init_lev]=_init_num-1; } _first[_max_level+1]=&_items[0]+_item_num; _last_active[_max_level+1]=&_items[0]+_item_num-1; _highest_active = -1; } ///@} }; ///Class for handling "labels" in push-relabel type algorithms. ///A class for handling "labels" in push-relabel type algorithms. /// ///\ingroup auxdat ///Using this class you can assign "labels" (nonnegative integer numbers) ///to the edges or nodes of a graph, manipulate and query them through ///operations typically arising in "push-relabel" type algorithms. /// ///Each item is either \em active or not, and you can also choose a ///highest level active item. /// ///\sa Elevator /// ///\param Graph Type of the underlying graph. ///\param Item Type of the items the data is assigned to (Graph::Node, ///Graph::Arc, Graph::Edge). template class LinkedElevator { public: typedef Item Key; typedef int Value; private: typedef typename ItemSetTraits:: template Map::Type ItemMap; typedef typename ItemSetTraits:: template Map::Type IntMap; typedef typename ItemSetTraits:: template Map::Type BoolMap; const Graph &_graph; int _max_level; int _item_num; std::vector _first, _last; ItemMap _prev, _next; int _highest_active; IntMap _level; BoolMap _active; public: ///Constructor with given maximum level. ///Constructor with given maximum level. /// ///\param graph The underlying graph. ///\param max_level The maximum allowed level. ///Set the range of the possible labels to [0..max_level]. LinkedElevator(const Graph& graph, int max_level) : _graph(graph), _max_level(max_level), _item_num(_max_level), _first(_max_level + 1), _last(_max_level + 1), _prev(graph), _next(graph), _highest_active(-1), _level(graph), _active(graph) {} ///Constructor. ///Constructor. /// ///\param graph The underlying graph. ///Set the range of the possible labels to [0..max_level], ///where \c max_level is equal to the number of labeled items in the graph. LinkedElevator(const Graph& graph) : _graph(graph), _max_level(countItems(graph)), _item_num(_max_level), _first(_max_level + 1), _last(_max_level + 1), _prev(graph, INVALID), _next(graph, INVALID), _highest_active(-1), _level(graph), _active(graph) {} ///Activate item \c i. ///Activate item \c i. ///\pre Item \c i shouldn't be active before. void activate(Item i) { _active.set(i, true); int level = _level[i]; if (level > _highest_active) { _highest_active = level; } if (_prev[i] == INVALID || _active[_prev[i]]) return; //unlace _next.set(_prev[i], _next[i]); if (_next[i] != INVALID) { _prev.set(_next[i], _prev[i]); } else { _last[level] = _prev[i]; } //lace _next.set(i, _first[level]); _prev.set(_first[level], i); _prev.set(i, INVALID); _first[level] = i; } ///Deactivate item \c i. ///Deactivate item \c i. ///\pre Item \c i must be active before. void deactivate(Item i) { _active.set(i, false); int level = _level[i]; if (_next[i] == INVALID || !_active[_next[i]]) goto find_highest_level; //unlace _prev.set(_next[i], _prev[i]); if (_prev[i] != INVALID) { _next.set(_prev[i], _next[i]); } else { _first[_level[i]] = _next[i]; } //lace _prev.set(i, _last[level]); _next.set(_last[level], i); _next.set(i, INVALID); _last[level] = i; find_highest_level: if (level == _highest_active) { while (_highest_active >= 0 && activeFree(_highest_active)) --_highest_active; } } ///Query whether item \c i is active bool active(Item i) const { return _active[i]; } ///Return the level of item \c i. int operator[](Item i) const { return _level[i]; } ///Return the number of items on level \c l. int onLevel(int l) const { int num = 0; Item n = _first[l]; while (n != INVALID) { ++num; n = _next[n]; } return num; } ///Return true if the level is empty. bool emptyLevel(int l) const { return _first[l] == INVALID; } ///Return the number of items above level \c l. int aboveLevel(int l) const { int num = 0; for (int level = l + 1; level < _max_level; ++level) num += onLevel(level); return num; } ///Return the number of active items on level \c l. int activesOnLevel(int l) const { int num = 0; Item n = _first[l]; while (n != INVALID && _active[n]) { ++num; n = _next[n]; } return num; } ///Return true if there is no active item on level \c l. bool activeFree(int l) const { return _first[l] == INVALID || !_active[_first[l]]; } ///Return the maximum allowed level. int maxLevel() const { return _max_level; } ///\name Highest Active Item ///Functions for working with the highest level ///active item. ///@{ ///Return a highest level active item. ///Return a highest level active item or INVALID if there is no active ///item. Item highestActive() const { return _highest_active >= 0 ? _first[_highest_active] : INVALID; } ///Return the highest active level. ///Return the level of the highest active item or -1 if there is no active ///item. int highestActiveLevel() const { return _highest_active; } ///Lift the highest active item by one. ///Lift the item returned by highestActive() by one. /// void liftHighestActive() { Item i = _first[_highest_active]; if (_next[i] != INVALID) { _prev.set(_next[i], INVALID); _first[_highest_active] = _next[i]; } else { _first[_highest_active] = INVALID; _last[_highest_active] = INVALID; } _level.set(i, ++_highest_active); if (_first[_highest_active] == INVALID) { _first[_highest_active] = i; _last[_highest_active] = i; _prev.set(i, INVALID); _next.set(i, INVALID); } else { _prev.set(_first[_highest_active], i); _next.set(i, _first[_highest_active]); _first[_highest_active] = i; } } ///Lift the highest active item to the given level. ///Lift the item returned by highestActive() to level \c new_level. /// ///\warning \c new_level must be strictly higher ///than the current level. /// void liftHighestActive(int new_level) { Item i = _first[_highest_active]; if (_next[i] != INVALID) { _prev.set(_next[i], INVALID); _first[_highest_active] = _next[i]; } else { _first[_highest_active] = INVALID; _last[_highest_active] = INVALID; } _level.set(i, _highest_active = new_level); if (_first[_highest_active] == INVALID) { _first[_highest_active] = _last[_highest_active] = i; _prev.set(i, INVALID); _next.set(i, INVALID); } else { _prev.set(_first[_highest_active], i); _next.set(i, _first[_highest_active]); _first[_highest_active] = i; } } ///Lift the highest active item to the top level. ///Lift the item returned by highestActive() to the top level and ///deactivate it. void liftHighestActiveToTop() { Item i = _first[_highest_active]; _level.set(i, _max_level); if (_next[i] != INVALID) { _prev.set(_next[i], INVALID); _first[_highest_active] = _next[i]; } else { _first[_highest_active] = INVALID; _last[_highest_active] = INVALID; } while (_highest_active >= 0 && activeFree(_highest_active)) --_highest_active; } ///@} ///\name Active Item on Certain Level ///Functions for working with the active items. ///@{ ///Return an active item on level \c l. ///Return an active item on level \c l or \ref INVALID if there is no such ///an item. (\c l must be from the range [0...\c max_level]. Item activeOn(int l) const { return _active[_first[l]] ? _first[l] : INVALID; } ///Lift the active item returned by \c activeOn(l) by one. ///Lift the active item returned by \ref activeOn() "activeOn(l)" ///by one. Item liftActiveOn(int l) { Item i = _first[l]; if (_next[i] != INVALID) { _prev.set(_next[i], INVALID); _first[l] = _next[i]; } else { _first[l] = INVALID; _last[l] = INVALID; } _level.set(i, ++l); if (_first[l] == INVALID) { _first[l] = _last[l] = i; _prev.set(i, INVALID); _next.set(i, INVALID); } else { _prev.set(_first[l], i); _next.set(i, _first[l]); _first[l] = i; } if (_highest_active < l) { _highest_active = l; } } ///Lift the active item returned by \c activeOn(l) to the given level. ///Lift the active item returned by \ref activeOn() "activeOn(l)" ///to the given level. void liftActiveOn(int l, int new_level) { Item i = _first[l]; if (_next[i] != INVALID) { _prev.set(_next[i], INVALID); _first[l] = _next[i]; } else { _first[l] = INVALID; _last[l] = INVALID; } _level.set(i, l = new_level); if (_first[l] == INVALID) { _first[l] = _last[l] = i; _prev.set(i, INVALID); _next.set(i, INVALID); } else { _prev.set(_first[l], i); _next.set(i, _first[l]); _first[l] = i; } if (_highest_active < l) { _highest_active = l; } } ///Lift the active item returned by \c activeOn(l) to the top level. ///Lift the active item returned by \ref activeOn() "activeOn(l)" ///to the top level and deactivate it. void liftActiveToTop(int l) { Item i = _first[l]; if (_next[i] != INVALID) { _prev.set(_next[i], INVALID); _first[l] = _next[i]; } else { _first[l] = INVALID; _last[l] = INVALID; } _level.set(i, _max_level); if (l == _highest_active) { while (_highest_active >= 0 && activeFree(_highest_active)) --_highest_active; } } ///@} /// \brief Lift an active item to a higher level. /// /// Lift an active item to a higher level. /// \param i The item to be lifted. It must be active. /// \param new_level The new level of \c i. It must be strictly higher /// than the current level. /// void lift(Item i, int new_level) { if (_next[i] != INVALID) { _prev.set(_next[i], _prev[i]); } else { _last[new_level] = _prev[i]; } if (_prev[i] != INVALID) { _next.set(_prev[i], _next[i]); } else { _first[new_level] = _next[i]; } _level.set(i, new_level); if (_first[new_level] == INVALID) { _first[new_level] = _last[new_level] = i; _prev.set(i, INVALID); _next.set(i, INVALID); } else { _prev.set(_first[new_level], i); _next.set(i, _first[new_level]); _first[new_level] = i; } if (_highest_active < new_level) { _highest_active = new_level; } } ///Move an inactive item to the top but one level (in a dirty way). ///This function moves an inactive item from the top level to the top ///but one level (in a dirty way). ///\warning It makes the underlying datastructure corrupt, so use it ///only if you really know what it is for. ///\pre The item is on the top level. void dirtyTopButOne(Item i) { _level.set(i, _max_level - 1); } ///Lift all items on and above the given level to the top level. ///This function lifts all items on and above level \c l to the top ///level and deactivates them. void liftToTop(int l) { for (int i = l + 1; _first[i] != INVALID; ++i) { Item n = _first[i]; while (n != INVALID) { _level.set(n, _max_level); n = _next[n]; } _first[i] = INVALID; _last[i] = INVALID; } if (_highest_active > l - 1) { _highest_active = l - 1; while (_highest_active >= 0 && activeFree(_highest_active)) --_highest_active; } } private: int _init_level; public: ///\name Initialization ///Using these functions you can initialize the levels of the items. ///\n ///The initialization must be started with calling \c initStart(). ///Then the items should be listed level by level starting with the ///lowest one (level 0) using \c initAddItem() and \c initNewLevel(). ///Finally \c initFinish() must be called. ///The items not listed are put on the highest level. ///@{ ///Start the initialization process. void initStart() { for (int i = 0; i <= _max_level; ++i) { _first[i] = _last[i] = INVALID; } _init_level = 0; for(typename ItemSetTraits::ItemIt i(_graph); i != INVALID; ++i) { _level.set(i, _max_level); _active.set(i, false); } } ///Add an item to the current level. void initAddItem(Item i) { _level.set(i, _init_level); if (_last[_init_level] == INVALID) { _first[_init_level] = i; _last[_init_level] = i; _prev.set(i, INVALID); _next.set(i, INVALID); } else { _prev.set(i, _last[_init_level]); _next.set(i, INVALID); _next.set(_last[_init_level], i); _last[_init_level] = i; } } ///Start a new level. ///Start a new level. ///It shouldn't be used before the items on level 0 are listed. void initNewLevel() { ++_init_level; } ///Finalize the initialization process. void initFinish() { _highest_active = -1; } ///@} }; } //END OF NAMESPACE LEMON #endif