/// <summary> /// Creates a new empty beats event queue with the specified way to compute current time. /// </summary> /// <param name="currentBeatsTimeFunction">The func for computing the current beats time.</param> public BeatsBasedEventQueue(Func <double> currentBeatsTimeFunction) { if (currentBeatsTimeFunction == null) { throw new ArgumentNullException(nameof(currentBeatsTimeFunction)); } CurrentBeatsTimeFunction = currentBeatsTimeFunction; EventQueue = new C5.IntervalHeap <IBeatEvent>(10, new IBeatsEventComparer()); }
static State AStar(State initial) { IComparer <State> comparer = new Comparer <State>(); IPriorityQueue <State> candidates = new C5.IntervalHeap <State>(comparer); System.Collections.Generic.HashSet <string> visitedStates = new System.Collections.Generic.HashSet <string>(); //initialize state candidates.Add(initial); visitedStates.Add(initial.ToString()); while (candidates.Count > 0) { State currentBest = candidates.DeleteMin(); if (currentBest.GetManhattanDistance() == 0) { return(currentBest); } // move right if (currentBest.PositionOf0.Y > 0) { var newPositionof0 = new Point(currentBest.PositionOf0.X, currentBest.PositionOf0.Y - 1); AddCandidate(currentBest, newPositionof0, visitedStates, candidates); } //move left if (currentBest.PositionOf0.Y < State.N - 1) { var newPositionof0 = new Point(currentBest.PositionOf0.X, currentBest.PositionOf0.Y + 1); AddCandidate(currentBest, newPositionof0, visitedStates, candidates); } //move down if (currentBest.PositionOf0.X > 0) { Point newPositionof0 = new Point(currentBest.PositionOf0.X - 1, currentBest.PositionOf0.Y); AddCandidate(currentBest, newPositionof0, visitedStates, candidates); } // move up if (currentBest.PositionOf0.X < State.N - 1) { Point newPositionof0 = new Point(currentBest.PositionOf0.X + 1, currentBest.PositionOf0.Y); AddCandidate(currentBest, newPositionof0, visitedStates, candidates); } } return(null);//this should never be reached but the compilator requires it }
public Path GetShortestPath(string from, string to) { var fromNode = _nodes[from]; var toNode = _nodes[to]; Dictionary <Node, int> distances = new Dictionary <Node, int>(); foreach (var node in _nodes.Values) { distances.Add(node, int.MaxValue); } distances[fromNode] = 0; IntervalHeap <NodeEntry> queue = new C5.IntervalHeap <NodeEntry>(); queue.Add(new NodeEntry(fromNode, 0)); Dictionary <Node, Node> previousNode = new Dictionary <Node, Node>(); System.Collections.Generic.HashSet <Node> visited = new System.Collections.Generic.HashSet <Node>(); while (queue.Count != 0) { var current = queue.DeleteMin().node; visited.Add(current); foreach (var edge in current.Edges) { if (visited.Contains(edge.to)) { continue; } var newDistance = distances[current] + edge.weight; if (newDistance < distances[edge.to]) { distances[edge.to] = newDistance; previousNode.Add(edge.to, current); queue.Add(new NodeEntry(edge.to, newDistance)); } } } return(BuildPath(previousNode, toNode)); }