public void DecreasePriorityTest()
        {
            // Heap
            FibonacciHeap <float, char> heap = new FibonacciHeap <float, char>();

            // Add collection of nodes
            HeapNode <float, char> node2 = heap.Insert(7, 'b');
            HeapNode <float, char> node1 = heap.Insert(3, 'a');
            HeapNode <float, char> node3 = heap.Insert(14, 'c');
            HeapNode <float, char> node4 = heap.Insert(35, 'd');

            // Decrease priority of node
            heap.DecreasePriority(node4, 1);

            // Check minimum is correct, and contains correct values
            Assert.AreEqual(heap.Minimum.Priority, 1);
            Assert.AreEqual(heap.Minimum.Value, 'd');
            Assert.AreEqual(heap.Minimum, node4);
            Assert.AreEqual(heap.Count, 4);

            // Delete min so trees are consolidated
            heap.DeleteMin();

            // Decrease priority of node
            heap.DecreasePriority(node2, 0);

            // Check minimum is correct, and contains correct values
            Assert.AreEqual(heap.Minimum, node2);
            Assert.AreEqual(heap.Minimum.Priority, 0);
            Assert.AreEqual(heap.Minimum.Value, 'b');
            Assert.AreEqual(heap.Count, 3);
        }
        public void DeleteMinTest()
        {
            // Heap
            FibonacciHeap <float, char> heap = new FibonacciHeap <float, char>();

            // Add collection of nodes
            HeapNode <float, char> node2 = heap.Insert(7, 'b');
            HeapNode <float, char> node1 = heap.Insert(3, 'a');
            HeapNode <float, char> node3 = heap.Insert(14, 'c');
            HeapNode <float, char> node4 = heap.Insert(35, 'd');

            // Check minimum is correct, and contains correct values
            Assert.AreEqual(heap.Minimum, node1);
            Assert.AreEqual(heap.Minimum.Priority, 3);
            Assert.AreEqual(heap.Minimum.Value, 'a');
            Assert.AreEqual(heap.Count, 4);

            // Remove minimum element
            heap.DeleteMin();

            // Check minimum is correct, and contains correct values
            Assert.AreEqual(heap.Minimum, node2);
            Assert.AreEqual(heap.Minimum.Priority, 7);
            Assert.AreEqual(heap.Minimum.Value, 'b');
            Assert.AreEqual(heap.Count, 3);
        }
        static void Main(string[] args)
        {
            var heap = new FibonacciHeap<int, int>();
            heap.Insert(3, 3);
            heap.Insert(8, 8);
            heap.Insert(9, 9);
            heap.Insert(11, 11);

            heap.Insert(14, 14);
            heap.Insert(38, 38);
            heap.Insert(38, 49);
            heap.Insert(3, 56);
            heap.Insert(38, 18);
            heap.Insert(38, 17);
            heap.Insert(3, 4);

            //heap.Insert(3, 3);
            //heap.Insert(8, 8);
            //heap.Insert(9, 9);
            //heap.Insert(11, 11);
            
            //heap.Insert(14, 14);
            //heap.Insert(38, 38);
            //heap.Insert(49, 49);
            //heap.Insert(56, 56);
            //heap.Insert(18, 18);
            //heap.Insert(17, 17);
            //heap.Insert(4, 4);
            int len = heap.Count;
            for (int i = 0; i < len; i++)
            {
                var min = heap.DeleteMin();
                Console.WriteLine(min);
            }
        }
示例#4
0
        protected virtual Frame GetNearestNeighbourAssignment(Frame lastFrame, Frame currentFrame,
                                                              KdTree kdTreeCurrentTouches)
        {
            Frame trackedFrame = new Frame(currentFrame.TimeStamp);
            int   fibHeapCount = 0;

            fibHeap.Initialize(MAXBLOBS);

            foreach (var lastTouch in lastFrame)
            {
                IVertex lastVertex    = new Vertex(lastTouch.X, lastTouch.Y);
                int     nn            = kdTreeCurrentTouches.TopDownNearestNeighbour(lastVertex);
                Touch   currentTouch  = currentFrame.GetTouch(nn);
                IVertex currentVertex = new Vertex(currentTouch.X, currentTouch.Y);

                lastToCurrentAssignment[lastTouch.ID] = nn;
                fibHeap.InsertKey(lastTouch.ID, MetricDistances.EuclideanDistance(
                                      lastVertex, currentVertex));
                fibHeapCount++;
            }

            int min;
            int tempCounter = 0;

            while ((min = fibHeap.Minimum) > -1 && (min = fibHeap.DeleteMin()) != -1)
            {
                tempCounter++;

                if (lastFrame.GetTouch(min) == null)
                {
                }
                if (!kdTreeCurrentTouches.Included(lastToCurrentAssignment[min]))
                {
                    Touch   lastTouch    = lastFrame.GetTouch(min);
                    IVertex lastVertex   = new Vertex(lastTouch.X, lastTouch.Y);
                    int     nn           = kdTreeCurrentTouches.TopDownNearestNeighbour(lastVertex);
                    Touch   currentTouch = currentFrame.GetTouch(nn);
                    if (currentTouch == null) // trajectory ended in last frame
                    {
                        return(trackedFrame); // if no radii search there is no point left to connect
                    }
                    else
                    {
                        IVertex currentVertex = new Vertex(currentTouch.X, currentTouch.Y);
                        lastToCurrentAssignment[lastTouch.ID] = currentTouch.ID;


                        fibHeap.InsertKey(lastTouch.ID, MetricDistances.EuclideanDistance(
                                              lastVertex, currentVertex));
                    }
                    continue;
                }
                Touch t = currentFrame.GetTouch(lastToCurrentAssignment[min]);
                kdTreeCurrentTouches.Delete(lastToCurrentAssignment[min]);
                Touch newTouch = new Touch(min, t.X, t.Y, t.DimX, t.DimY, t.Intense);
                trackedFrame.AddTouch(newTouch);
            }
            return(trackedFrame);
        }
示例#5
0
        private void ProcessData(Tuple <Stack <byte>, Stack <Stack <int> > > data)
        {
            var sw = Stopwatch.StartNew();

            var commands  = data.Item1;
            var arguments = data.Item2;

            int argOffset  = 0;
            int listOffset = 0;

            // Prepare the heap
            var heap        = new FibonacciHeap <int, int>();
            int insertCount = GetNextArg(ref argOffset, arguments, ref listOffset);

            NodeItem <int, int>[] insertedNodes = new NodeItem <int, int> [insertCount];
            int deleteDepthCount = 0;
            int deleteCount      = 0;

            // Do insert commands
            int id = 0, key = 0;
            NodeItem <int, int> node;

            foreach (byte command in commands)
            {
                if (command != DelKey)
                {
                    id  = GetNextArg(ref argOffset, arguments, ref listOffset);
                    key = GetNextArg(ref argOffset, arguments, ref listOffset);
                }

                switch (command)
                {
                case InsKey:
                    node = heap.Add(key, id);
                    Debug.Assert(insertedNodes[id] == null);
                    insertedNodes[id] = node;
                    break;

                case DelKey:
                    node = heap.PeekMin();
                    Debug.Assert(insertedNodes[node.Value] != null);
                    insertedNodes[node.Value] = null;
                    heap.DeleteMin();

                    deleteDepthCount += heap.LastConsolidateDepth;
                    deleteCount++;
                    break;

                case DecKey:
                    node = insertedNodes[id];

                    if (node == null || key > node.Key)
                    {
                        break;
                    }

                    heap.DecreaseKey(node, key);
                    break;
                }
            }

            // Cleanup and store the measurements
            //heap.Clear(); // Disassembles tree node pointers .... not a good idea with a GC...

            sw.Stop();

            float avgDeleteDepthCount = 0;

            if (deleteCount > 0)
            {
                avgDeleteDepthCount = deleteDepthCount / (float)deleteCount;
            }

            lock (_results)
                _results.Add(deleteCount, avgDeleteDepthCount);

            Interlocked.Increment(ref _currentJobsDone);
            Log("{0}/{1} done/waiting :: {2:F} sec :: {3} inserts :: {4}/{5:F} deletes/delete depth average",
                _currentJobsDone,
                Buffer.WaitingItemCount,
                sw.ElapsedMilliseconds * 0.001,
                insertCount,
                deleteCount,
                avgDeleteDepthCount);
        }
示例#6
0
        /// <summary>
        ///   Computes the most efficient path in the specified graph between the
        ///   specified pathfinding nodes using the A* algorithm.
        /// </summary>
        /// <param name="graph">Pathfinding graph to look at.</param>
        /// <param name="start">Starting node.</param>
        /// <param name="finish">Finish node.</param>
        /// <returns>
        ///   List of pathfinding nodes representing the shortest path, if there is one,
        ///   and null otherwise.
        /// </returns>
        /// <typeparam name="T">Type of the pathfinding nodes.</typeparam>
        /// <exception cref="ArgumentNullException">
        ///   Passed graph or start or finish node is <c>null</c>.
        /// </exception>
        public static List <T> FindPath <T>(IWeightedGraph <T> graph, T start, T finish) where T : IAStarNode
        {
            if (graph == null)
            {
                throw new ArgumentNullException("graph", "The passed pathfinding graph mustn't be null.");
            }

            if (start == null)
            {
                throw new ArgumentNullException("start", "The passed start node mustn't be null.");
            }

            if (finish == null)
            {
                throw new ArgumentNullException("finish", "The passed finish mustn't be null.");
            }

            // --- Initialization ---
            // Initialize variables to check for the algorithm to terminate.
            bool algorithmComplete = false;
            bool algorithmAborted  = false;

            // Initialize list to choose the next node of the path from.
            IPriorityQueue <T> openList = new FibonacciHeap <T>();

            IPriorityQueueItem <T>[] fibHeapItems = new FibonacciHeapItem <T> [graph.VertexCount];
            HashSet <T> dirtyNodes = new HashSet <T>();

            // Initialize queue to hold the nodes along the path to the finish.
            Queue <T> closedList = new Queue <T>();

            // Declare current node to work on in order to calculate the path.

            // Declare list to hold the neighbors of the current node.

            // Add starting node to open list.
            fibHeapItems[start.Index] = openList.Insert(start, 0);
            dirtyNodes.Add(start);
            start.Discovered = true;

            // --- A* Pathfinding Algorithm ---
            while ((!algorithmComplete) && (!algorithmAborted))
            {
                // Get the node with the lowest F score in the open list.
                T currentNode = openList.DeleteMin().Item;

                // Drop that node from the open list and add it to the closed list.
                closedList.Enqueue(currentNode);
                currentNode.Visited = true;

                // We're done if the target node is added to the closed list.
                if (currentNode.Equals(finish))
                {
                    algorithmComplete = true;
                    break;
                }

                // Otherwise, get all adjacent nodes.
                List <T> neighbors = graph.ListOfAdjacentVertices(currentNode);

                // Add all nodes that aren't already on the open or closed list to the open list.
                foreach (T node in neighbors)
                {
                    // Ignore nodes in the closed list.
                    if (!node.Visited)
                    {
                        if (!node.Discovered)
                        {
                            // The parent node is the previous node on the path to the finish.
                            node.ParentNode = currentNode;

                            // The G score of the node is calculated by adding the G score
                            // of the parent node and the movement cost of the path between
                            // the node and the current node.
                            // In other words: The G score of the node is the total cost of the
                            // path between the starting node and this one.
                            node.G = node.ParentNode.G + graph.GetEdgeWeight(node, (T)node.ParentNode);

                            // The H score of the node is calculated by heuristically
                            // estimating the movement cost from the node to the finish.
                            // In other words: The H score of the node is the total remaining
                            // cost of the path between this node and the finish.
                            node.H = node.EstimateHeuristicMovementCost(finish);

                            // The F score of the node is calculated by adding the G and H scores.
                            // In other words: The F score is an indicator that tells whether this
                            // node should be crossed on the path to the finish, or not.
                            node.F = node.G + node.H;

                            // Add to open list.
                            fibHeapItems[node.Index] = openList.Insert(node, node.F);
                            dirtyNodes.Add(node);
                            node.Discovered = true;
                        }
                        else
                        {
                            // Node is already in open list!
                            // Check if the new path to this node is a better one.
                            if (currentNode.G + graph.GetEdgeWeight(node, currentNode) < node.G)
                            {
                                // G cost of new path is lower!
                                // Change parent node to current node.
                                node.ParentNode = currentNode;

                                // Recalculate F and G costs.
                                node.G = node.ParentNode.G + graph.GetEdgeWeight(node, (T)node.ParentNode);
                                node.F = node.G + node.H;

                                openList.DecreaseKeyTo(fibHeapItems[node.Index], node.F);
                            }
                        }
                    }
                }

                // We've failed to find a path if the open list is empty.
                if (openList.IsEmpty())
                {
                    algorithmAborted = true;
                }
            }

            // Return the path to the finish, if there is one.
            if (algorithmComplete)
            {
                // Generate path through parent pointers using a stack.
                Stack <T> s    = new Stack <T>();
                T         node = finish;
                while (!node.Equals(start))
                {
                    s.Push(node);
                    node = (T)node.ParentNode;
                }

                // Generate path in right order.
                List <T> path = new List <T>();
                while (s.Count > 0)
                {
                    path.Add(s.Pop());
                }

                // Cleanup pathing.
                foreach (T dirtyNode in dirtyNodes)
                {
                    dirtyNode.Reset();
                }

                return(path);
            }
            else
            {
                // Cleanup pathing.
                foreach (T dirtyNode in dirtyNodes)
                {
                    dirtyNode.Reset();
                }

                return(null);
            }
        }