Made the Dispose() method of the parenting collection public (for now only?); found another, better, priority queue implementation to use for reference
git-svn-id: file:///srv/devel/repo-conversion/nusu@3 d2e56fa2-650e-0410-a79f-9358c0239efd
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@ -95,7 +95,7 @@ namespace Nuclex.Support.Collections {
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}
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}
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/// <summary>Release all resources owned by the instance explicitely</summary>
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/// <summary>Release all resources owned by the instance explicitely</summary>
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void IDisposable.Dispose() {
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public void Dispose() {
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Dispose(true); // Called by user
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Dispose(true); // Called by user
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}
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}
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@ -3,6 +3,164 @@ using System.Collections.Generic;
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using System.Collections;
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using System.Collections;
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namespace Nuclex.Support.Collections {
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namespace Nuclex.Support.Collections {
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/*
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public class PriorityQueue : ICollection {
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private struct HeapEntry {
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public HeapEntry(object item, int priority) {
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this.item = item;
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this.priority = priority;
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}
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public object Item {
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get { return item; }
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}
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public int Priority {
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get { return priority; }
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}
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private object item;
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private int priority;
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}
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private int count;
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private int capacity;
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private int version;
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private HeapEntry[] heap;
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public PriorityQueue() {
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capacity = 15; // 15 is equal to 4 complete levels
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heap = new HeapEntry[capacity];
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}
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public object Dequeue() {
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if(count == 0)
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throw new InvalidOperationException();
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object result = heap[0].Item;
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count--;
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trickleDown(0, heap[count]);
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version++;
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return result;
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}
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public void Enqueue(object item, int priority) {
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if(count == capacity)
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growHeap();
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count++;
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bubbleUp(count - 1, new HeapEntry(item, priority));
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version++;
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}
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private void bubbleUp(int index, HeapEntry he) {
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int parent = getParent(index);
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// note: (index > 0) means there is a parent
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while((index > 0) && (heap[parent].Priority < he.Priority)) {
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heap[index] = heap[parent];
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index = parent;
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parent = getParent(index);
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}
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heap[index] = he;
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}
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private int getLeftChild(int index) {
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return (index * 2) + 1;
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}
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private int getParent(int index) {
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return (index - 1) / 2;
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}
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private void growHeap() {
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capacity = (capacity * 2) + 1;
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HeapEntry[] newHeap = new HeapEntry[capacity];
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System.Array.Copy(heap, 0, newHeap, 0, count);
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heap = newHeap;
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}
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private void trickleDown(int index, HeapEntry he) {
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int child = getLeftChild(index);
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while(child < count) {
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if(((child + 1) < count) &&
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(heap[child].Priority < heap[child + 1].Priority)) {
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child++;
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}
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heap[index] = heap[child];
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index = child;
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child = getLeftChild(index);
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}
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bubbleUp(index, he);
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}
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#region IEnumerable implementation
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public IEnumerator GetEnumerator() {
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return new PriorityQueueEnumerator(this);
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}
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#endregion
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#region ICollection implementation
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public int Count {
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get { return count; }
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}
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public void CopyTo(Array array, int index) {
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System.Array.Copy(heap, 0, array, index, count);
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}
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public object SyncRoot {
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get { return this; }
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}
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public bool IsSynchronized {
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get { return false; }
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}
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#endregion
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#region Priority Queue enumerator
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private class PriorityQueueEnumerator : IEnumerator {
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private int index;
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private PriorityQueue pq;
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private int version;
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public PriorityQueueEnumerator(PriorityQueue pq) {
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this.pq = pq;
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Reset();
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}
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private void checkVersion() {
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if(version != pq.version)
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throw new InvalidOperationException();
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}
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#region IEnumerator Members
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public void Reset() {
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index = -1;
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version = pq.version;
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}
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public object Current {
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get {
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checkVersion();
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return pq.heap[index].Item;
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}
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}
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public bool MoveNext() {
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checkVersion();
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if(index + 1 == pq.count)
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return false;
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index++;
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return true;
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}
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#endregion
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}
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#endregion
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}
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*/
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/*
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/*
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/// <summary>Queue that dequeues items in order of their priority</summary>
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/// <summary>Queue that dequeues items in order of their priority</summary>
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public class PriorityQueue<ItemType> : ICollection, IEnumerable<ItemType> {
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public class PriorityQueue<ItemType> : ICollection, IEnumerable<ItemType> {
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@ -59,7 +59,7 @@ namespace Nuclex.Support.Serialization {
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);
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);
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// Let the blueprint load its own data and add it to the collection
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// Let the blueprint load its own data and add it to the collection
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((IBinarySerializable)item).Load(reader);
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(item as IBinarySerializable).Load(reader);
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collection.Add(item);
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collection.Add(item);
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} // for
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} // for
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