Fully implemented the priority collection; Created a wrapper for non-intrusive priority collections that keep the priority external to the object; wrote unit tests for both
git-svn-id: file:///srv/devel/repo-conversion/nusu@4 d2e56fa2-650e-0410-a79f-9358c0239efd
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6 changed files with 524 additions and 385 deletions
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@ -3,391 +3,224 @@ using System.Collections.Generic;
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using System.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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/// <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 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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#region class Enumerator
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/// <summary>Enumerates all items contained in a priority queue</summary>
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private class Enumerator : IEnumerator<ItemType> {
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/// <summary>Initializes a new priority queue enumerator</summary>
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/// <param name="priorityQueue">Priority queue to be enumerated</param>
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public Enumerator(PriorityQueue<ItemType> priorityQueue) {
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this.priorityQueue = priorityQueue;
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Reset();
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}
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private object item;
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private int priority;
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/// <summary>Resets the enumerator to its initial state</summary>
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public void Reset() {
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index = -1;
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version = priorityQueue.version;
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}
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/// <summary>The current item being enumerated</summary>
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ItemType IEnumerator<ItemType>.Current {
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get {
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checkVersion();
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return priorityQueue.heap[index];
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}
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}
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/// <summary>Moves to the next item in the priority queue</summary>
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/// <returns>True if a next item was found, false if the end has been reached</returns>
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public bool MoveNext() {
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checkVersion();
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if(index + 1 == priorityQueue.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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/// <summary>Releases all resources used by the enumerator</summary>
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public void Dispose() { }
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/// <summary>Ensures that the priority queue has not changed</summary>
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private void checkVersion() {
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if(version != priorityQueue.version)
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throw new InvalidOperationException("Priority queue has been modified");
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}
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/// <summary>The current item being enumerated</summary>
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object IEnumerator.Current {
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get {
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checkVersion();
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return priorityQueue.heap[index];
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}
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}
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/// <summary>Index of the current item in the priority queue</summary>
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private int index;
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/// <summary>The priority queue whose items this instance enumerates</summary>
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private PriorityQueue<ItemType> priorityQueue;
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/// <summary>Expected version of the priority queue</summary>
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private int version;
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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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#endregion // class Enumerator
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public PriorityQueue() {
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/// <summary>Initializes a new priority queue</summary>
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/// <param name="comparer">Comparer to use for ordering the items</param>
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public PriorityQueue(IComparer<ItemType> comparer) {
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this.comparer = comparer;
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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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heap = new ItemType[capacity];
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}
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public object Dequeue() {
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/// <summary>Takes the item with the highest priority off from the queue</summary>
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/// <returns>The item with the highest priority in the list</returns>
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public ItemType Dequeue() {
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if(count == 0)
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throw new InvalidOperationException();
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throw new InvalidOperationException("No items available to dequeue");
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object result = heap[0].Item;
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count--;
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ItemType result = heap[0];
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--count;
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trickleDown(0, heap[count]);
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version++;
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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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/// <summary>Puts an item into the priority queue</summary>
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/// <param name="item">Item to be queued</param>
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public void Enqueue(ItemType item) {
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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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++count;
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bubbleUp(count - 1, item);
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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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/// <summary>Removes all items from the priority queue</summary>
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public void Clear() {
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this.count = 0;
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++version;
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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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/// <summary>Total number of items in the priority queue</summary>
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public int Count {
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get { return count; }
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get { return this.count; }
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}
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/// <summary>Copies the contents of the priority queue into an array</summary>
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/// <param name="array">Array to copy the priority queue into</param>
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/// <param name="index">Starting index for the destination array</param>
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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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Array.Copy(heap, 0, array, index, count);
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}
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/// <summary>
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/// Obtains an object that can be used to synchronize accesses to the priority queue
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/// from different threads
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/// </summary>
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public object SyncRoot {
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get { return this; }
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}
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/// <summary>Whether operations performed on this priority queue are thread safe</summary>
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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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/// <summary>Returns a typesafe enumerator for the priority queue</summary>
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/// <returns>A new enumerator for the priority queue</returns>
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public IEnumerator<ItemType> GetEnumerator() {
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return new Enumerator(this);
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}
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#endregion
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/// <summary>Moves an item upwards in the heap tree</summary>
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/// <param name="index">Index of the item to be moved</param>
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/// <param name="item">Item to be moved</param>
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private void bubbleUp(int index, ItemType item) {
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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) && (this.comparer.Compare(heap[parent], item) < 0)) {
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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] = item;
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}
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/// <summary>Moved the item downwards in the heap tree</summary>
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/// <param name="index">Index of the item to be moved</param>
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/// <param name="item">Item to be moved</param>
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private void trickleDown(int index, ItemType item) {
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int child = getLeftChild(index);
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while(child < count) {
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if(((child + 1) < count) && (this.comparer.Compare(heap[child], heap[child + 1]) < 0))
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++child;
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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, item);
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}
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/// <summary>Obtains the left child item in the heap tree</summary>
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/// <param name="index">Index of the item whose left child to return</param>
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/// <returns>The left child item of the provided parent item</returns>
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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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/// <summary>Calculates the parent entry of the item on the heap</summary>
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/// <param name="index">Index of the item whose parent to calculate</param>
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/// <returns>The index of the parent to the specified item</returns>
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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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/// <summary>Increases the size of the priority collection's heap</summary>
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private void growHeap() {
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capacity = (capacity * 2) + 1;
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ItemType[] newHeap = new ItemType[capacity];
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Array.Copy(heap, 0, newHeap, 0, count);
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heap = newHeap;
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}
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/// <summary>Returns an enumerator for the priority queue</summary>
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/// <returns>A new enumerator for the priority queue</returns>
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IEnumerator IEnumerable.GetEnumerator() {
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return new Enumerator(this);
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}
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/// <summary>Comparer used to order the items in the priority queue</summary>
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private IComparer<ItemType> comparer;
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/// <summary>Total number of items in the priority queue</summary>
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private int count;
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/// <summary>Available space in the priority queue</summary>
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private int capacity;
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/// <summary>Incremented whenever the priority queue is modified</summary>
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private int version;
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/// <summary>Tree containing the items in the priority queue</summary>
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private ItemType[] heap;
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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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public class PriorityQueue<ItemType> : ICollection, IEnumerable<ItemType> {
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public static PriorityQueue Syncronized(PriorityQueue<ItemType> P) {
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return new PriorityQueue<ItemType>(ArrayList.Synchronized(P.InnerList), P.Comparer, false);
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}
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public static PriorityQueue<ItemType> ReadOnly(PriorityQueue<ItemType> P) {
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return new PriorityQueue(ArrayList.ReadOnly(P.InnerList), P.Comparer, false);
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}
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public PriorityQueue()
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: this(Comparer.Default) { }
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public PriorityQueue(int C)
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: this(Comparer.Default, C) { }
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public PriorityQueue(IComparer c) {
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Comparer = c;
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}
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public PriorityQueue(IComparer c, int Capacity) {
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Comparer = c;
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InnerList.Capacity = Capacity;
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}
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protected PriorityQueue(ArrayList Core, IComparer Comp, bool Copy) {
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if(Copy)
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InnerList = Core.Clone() as ArrayList;
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else
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InnerList = Core;
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Comparer = Comp;
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}
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protected void SwitchElements(int i, int j) {
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object h = InnerList[i];
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InnerList[i] = InnerList[j];
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InnerList[j] = h;
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}
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protected virtual int OnCompare(int i, int j) {
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return Comparer.Compare(InnerList[i], InnerList[j]);
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}
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#region public methods
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/// <summary>
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/// Push an object onto the PQ
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/// </summary>
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/// <param name="O">The new object</param>
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/// <returns>
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/// The index in the list where the object is _now_. This will change when
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/// objects are taken from or put onto the PQ.
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/// </returns>
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public int Queue(object O) {
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int p = InnerList.Count, p2;
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InnerList.Add(O); // E[p] = O
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do {
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if(p == 0)
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break;
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p2 = (p - 1) / 2;
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if(OnCompare(p, p2) < 0) {
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SwitchElements(p, p2);
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p = p2;
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} else
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break;
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} while(true);
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return p;
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}
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/// <summary>
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/// Get the smallest object and remove it.
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/// </summary>
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/// <returns>The smallest object</returns>
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public object Dequeue() {
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object result = InnerList[0];
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int p = 0, p1, p2, pn;
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InnerList[0] = InnerList[InnerList.Count - 1];
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InnerList.RemoveAt(InnerList.Count - 1);
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do {
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pn = p;
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p1 = 2 * p + 1;
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p2 = 2 * p + 2;
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if(InnerList.Count > p1 && OnCompare(p, p1) > 0) // links kleiner
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p = p1;
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if(InnerList.Count > p2 && OnCompare(p, p2) > 0) // rechts noch kleiner
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p = p2;
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if(p == pn)
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break;
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SwitchElements(p, pn);
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} while(true);
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return result;
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}
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/// <summary>
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/// Notify the PQ that the object at position i has changed
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/// and the PQ needs to restore order.
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/// Since you dont have access to any indexes (except by using the
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/// explicit IList.this) you should not call this function without knowing exactly
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/// what you do.
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/// </summary>
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/// <param name="i">The index of the changed object.</param>
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public void Update(int i) {
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int p = i, pn;
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int p1, p2;
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do // aufsteigen
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{
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if(p == 0)
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break;
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p2 = (p - 1) / 2;
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if(OnCompare(p, p2) < 0) {
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SwitchElements(p, p2);
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p = p2;
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} else
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break;
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} while(true);
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if(p < i)
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return;
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do // absteigen
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{
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pn = p;
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p1 = 2 * p + 1;
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p2 = 2 * p + 2;
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if(InnerList.Count > p1 && OnCompare(p, p1) > 0) // links kleiner
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p = p1;
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if(InnerList.Count > p2 && OnCompare(p, p2) > 0) // rechts noch kleiner
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p = p2;
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if(p == pn)
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break;
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SwitchElements(p, pn);
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} while(true);
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}
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/// <summary>
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/// Get the smallest object without removing it.
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/// </summary>
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/// <returns>The smallest object</returns>
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public object Peek() {
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if(InnerList.Count > 0)
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return InnerList[0];
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return null;
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}
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public bool Contains(object value) {
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return InnerList.Contains(value);
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}
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public void Clear() {
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InnerList.Clear();
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}
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public int Count {
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get {
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return InnerList.Count;
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}
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}
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IEnumerator IEnumerable.GetEnumerator() {
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return InnerList.GetEnumerator();
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}
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public void CopyTo(Array array, int index) {
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InnerList.CopyTo(array, index);
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}
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public object Clone() {
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return new PriorityQueue(InnerList, Comparer, true);
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}
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public bool IsSynchronized {
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get {
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return InnerList.IsSynchronized;
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}
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}
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public object SyncRoot {
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get {
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return this;
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}
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}
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#endregion
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#region explicit implementation
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bool IList.IsReadOnly {
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get {
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return false;
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}
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}
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|
||||
object IList.this[int index] {
|
||||
get {
|
||||
return InnerList[index];
|
||||
}
|
||||
set {
|
||||
InnerList[index] = value;
|
||||
Update(index);
|
||||
}
|
||||
}
|
||||
|
||||
int IList.Add(object o) {
|
||||
return Queue(o);
|
||||
}
|
||||
|
||||
void IList.RemoveAt(int index) {
|
||||
throw new NotSupportedException();
|
||||
}
|
||||
|
||||
void IList.Insert(int index, object value) {
|
||||
throw new NotSupportedException();
|
||||
}
|
||||
|
||||
void IList.Remove(object value) {
|
||||
throw new NotSupportedException();
|
||||
}
|
||||
|
||||
int IList.IndexOf(object value) {
|
||||
throw new NotSupportedException();
|
||||
}
|
||||
|
||||
bool IList.IsFixedSize {
|
||||
get {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
protected ArrayList InnerList = new ArrayList();
|
||||
protected IComparer Comparer;
|
||||
}
|
||||
*/
|
||||
} // namespace Nuclex.Support.Collections
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue