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// Copyright (c) 2014, the Dart project authors. Please see the AUTHORS file
// for details. All rights reserved. Use of this source code is governed by a
// BSD-style license that can be found in the LICENSE file.
import 'dart:collection';
import 'utils.dart';
/// A priority queue is a priority based work-list of elements.
///
/// The queue allows adding elements, and removing them again in priority order.
/// The same object can be added to the queue more than once.
/// There is no specified ordering for objects with the same priority
/// (where the `comparison` function returns zero).
///
/// Operations which care about object equality, [contains] and [remove],
/// use [Object.==] for testing equality.
/// In most situations this will be the same as identity ([identical]),
/// but there are types, like [String], where users can reasonably expect
/// distinct objects to represent the same value.
/// If elements override [Object.==], the `comparison` function must
/// always give equal objects the same priority,
/// otherwise [contains] or [remove] might not work correctly.
abstract class PriorityQueue<E> {
/// Creates an empty [PriorityQueue].
///
/// The created [PriorityQueue] is a plain [HeapPriorityQueue].
///
/// The [comparison] is a [Comparator] used to compare the priority of
/// elements. An element that compares as less than another element has
/// a higher priority.
///
/// If [comparison] is omitted, it defaults to [Comparable.compare]. If this
/// is the case, `E` must implement [Comparable], and this is checked at
/// runtime for every comparison.
factory PriorityQueue([int Function(E, E)? comparison]) =
HeapPriorityQueue<E>;
/// Number of elements in the queue.
int get length;
/// Whether the queue is empty.
bool get isEmpty;
/// Whether the queue has any elements.
bool get isNotEmpty;
/// Checks if [object] is in the queue.
///
/// Returns true if the element is found.
///
/// Uses the [Object.==] of elements in the queue to check
/// for whether they are equal to [object].
/// Equal objects objects must have the same priority
/// according to the [comparison] function.
/// That is, if `a == b` then `comparison(a, b) == 0`.
/// If that is not the case, this check might fail to find
/// an object.
bool contains(E object);
/// Adds element to the queue.
///
/// The element will become the next to be removed by [removeFirst]
/// when all elements with higher priority have been removed.
void add(E element);
/// Adds all [elements] to the queue.
void addAll(Iterable<E> elements);
/// Returns the next element that will be returned by [removeFirst].
///
/// The element is not removed from the queue.
///
/// The queue must not be empty when this method is called.
E get first;
/// Removes and returns the element with the highest priority.
///
/// Repeatedly calling this method, without adding element in between,
/// is guaranteed to return elements in non-decreasing order as, specified by
/// [comparison].
///
/// The queue must not be empty when this method is called.
E removeFirst();
/// Removes an element of the queue that compares equal to [element].
///
/// Returns true if an element is found and removed,
/// and false if no equal element is found.
///
/// If the queue contains more than one object equal to [element],
/// only one of them is removed.
///
/// Uses the [Object.==] of elements in the queue to check
/// for whether they are equal to [element].
/// Equal objects objects must have the same priority
/// according to the [comparison] function.
/// That is, if `a == b` then `comparison(a, b) == 0`.
/// If that is not the case, this check might fail to find
/// an object.
bool remove(E element);
/// Removes all the elements from this queue and returns them.
///
/// The returned iterable has no specified order.
Iterable<E> removeAll();
/// Removes all the elements from this queue.
void clear();
/// Returns a list of the elements of this queue in priority order.
///
/// The queue is not modified.
///
/// The order is the order that the elements would be in if they were
/// removed from this queue using [removeFirst].
List<E> toList();
/// Returns a list of the elements of this queue in no specific order.
///
/// The queue is not modified.
///
/// The order of the elements is implementation specific.
/// The order may differ between different calls on the same queue.
List<E> toUnorderedList();
/// Return a comparator based set using the comparator of this queue.
///
/// The queue is not modified.
///
/// The returned [Set] is currently a [SplayTreeSet],
/// but this may change as other ordered sets are implemented.
///
/// The set contains all the elements of this queue.
/// If an element occurs more than once in the queue,
/// the set will contain it only once.
Set<E> toSet();
}
/// Heap based priority queue.
///
/// The elements are kept in a heap structure,
/// where the element with the highest priority is immediately accessible,
/// and modifying a single element takes
/// logarithmic time in the number of elements on average.
///
/// * The [add] and [removeFirst] operations take amortized logarithmic time,
/// O(log(n)), but may occasionally take linear time when growing the capacity
/// of the heap.
/// * The [addAll] operation works as doing repeated [add] operations.
/// * The [first] getter takes constant time, O(1).
/// * The [clear] and [removeAll] methods also take constant time, O(1).
/// * The [contains] and [remove] operations may need to search the entire
/// queue for the elements, taking O(n) time.
/// * The [toList] operation effectively sorts the elements, taking O(n*log(n))
/// time.
/// * The [toUnorderedList] operation copies, but does not sort, the elements,
/// and is linear, O(n).
/// * The [toSet] operation effectively adds each element to the new set, taking
/// an expected O(n*log(n)) time.
class HeapPriorityQueue<E> implements PriorityQueue<E> {
/// Initial capacity of a queue when created, or when added to after a
/// [clear].
///
/// Number can be any positive value. Picking a size that gives a whole
/// number of "tree levels" in the heap is only done for aesthetic reasons.
static const int _INITIAL_CAPACITY = 7;
/// The comparison being used to compare the priority of elements.
final Comparator<E> comparison;
/// List implementation of a heap.
List<E?> _queue = List<E?>.filled(_INITIAL_CAPACITY, null);
/// Number of elements in queue.
///
/// The heap is implemented in the first [_length] entries of [_queue].
int _length = 0;
/// Create a new priority queue.
///
/// The [comparison] is a [Comparator] used to compare the priority of
/// elements. An element that compares as less than another element has
/// a higher priority.
///
/// If [comparison] is omitted, it defaults to [Comparable.compare]. If this
/// is the case, `E` must implement [Comparable], and this is checked at
/// runtime for every comparison.
HeapPriorityQueue([int Function(E, E)? comparison])
: comparison = comparison ?? defaultCompare<E>();
E _elementAt(int index) => _queue[index] ?? (null as E);
@override
void add(E element) {
_add(element);
}
@override
void addAll(Iterable<E> elements) {
for (var element in elements) {
_add(element);
}
}
@override
void clear() {
_queue = const [];
_length = 0;
}
@override
bool contains(E object) => _locate(object) >= 0;
@override
E get first {
if (_length == 0) throw StateError('No element');
return _elementAt(0);
}
@override
bool get isEmpty => _length == 0;
@override
bool get isNotEmpty => _length != 0;
@override
int get length => _length;
@override
bool remove(E element) {
var index = _locate(element);
if (index < 0) return false;
var last = _removeLast();
if (index < _length) {
var comp = comparison(last, element);
if (comp <= 0) {
_bubbleUp(last, index);
} else {
_bubbleDown(last, index);
}
}
return true;
}
@override
Iterable<E> removeAll() {
var result = _queue;
var length = _length;
_queue = const [];
_length = 0;
return result.take(length).cast();
}
@override
E removeFirst() {
if (_length == 0) throw StateError('No element');
var result = _elementAt(0);
var last = _removeLast();
if (_length > 0) {
_bubbleDown(last, 0);
}
return result;
}
@override
List<E> toList() => _toUnorderedList()..sort(comparison);
@override
Set<E> toSet() {
var set = SplayTreeSet<E>(comparison);
for (var i = 0; i < _length; i++) {
set.add(_elementAt(i));
}
return set;
}
@override
List<E> toUnorderedList() => _toUnorderedList();
List<E> _toUnorderedList() =>
[for (var i = 0; i < _length; i++) _elementAt(i)];
/// Returns some representation of the queue.
///
/// The format isn't significant, and may change in the future.
@override
String toString() {
return _queue.take(_length).toString();
}
/// Add element to the queue.
///
/// Grows the capacity if the backing list is full.
void _add(E element) {
if (_length == _queue.length) _grow();
_bubbleUp(element, _length++);
}
/// Find the index of an object in the heap.
///
/// Returns -1 if the object is not found.
///
/// A matching object, `o`, must satisfy that
/// `comparison(o, object) == 0 && o == object`.
int _locate(E object) {
if (_length == 0) return -1;
// Count positions from one instead of zero. This gives the numbers
// some nice properties. For example, all right children are odd,
// their left sibling is even, and the parent is found by shifting
// right by one.
// Valid range for position is [1.._length], inclusive.
var position = 1;
// Pre-order depth first search, omit child nodes if the current
// node has lower priority than [object], because all nodes lower
// in the heap will also have lower priority.
do {
var index = position - 1;
var element = _elementAt(index);
var comp = comparison(element, object);
if (comp <= 0) {
if (comp == 0 && element == object) return index;
// Element may be in subtree.
// Continue with the left child, if it is there.
var leftChildPosition = position * 2;
if (leftChildPosition <= _length) {
position = leftChildPosition;
continue;
}
}
// Find the next right sibling or right ancestor sibling.
do {
while (position.isOdd) {
// While position is a right child, go to the parent.
position >>= 1;
}
// Then go to the right sibling of the left-child.
position += 1;
} while (position > _length); // Happens if last element is a left child.
} while (position != 1); // At root again. Happens for right-most element.
return -1;
}
E _removeLast() {
var newLength = _length - 1;
var last = _elementAt(newLength);
_queue[newLength] = null;
_length = newLength;
return last;
}
/// Place [element] in heap at [index] or above.
///
/// Put element into the empty cell at `index`.
/// While the `element` has higher priority than the
/// parent, swap it with the parent.
void _bubbleUp(E element, int index) {
while (index > 0) {
var parentIndex = (index - 1) ~/ 2;
var parent = _elementAt(parentIndex);
if (comparison(element, parent) > 0) break;
_queue[index] = parent;
index = parentIndex;
}
_queue[index] = element;
}
/// Place [element] in heap at [index] or above.
///
/// Put element into the empty cell at `index`.
/// While the `element` has lower priority than either child,
/// swap it with the highest priority child.
void _bubbleDown(E element, int index) {
var rightChildIndex = index * 2 + 2;
while (rightChildIndex < _length) {
var leftChildIndex = rightChildIndex - 1;
var leftChild = _elementAt(leftChildIndex);
var rightChild = _elementAt(rightChildIndex);
var comp = comparison(leftChild, rightChild);
int minChildIndex;
E minChild;
if (comp < 0) {
minChild = leftChild;
minChildIndex = leftChildIndex;
} else {
minChild = rightChild;
minChildIndex = rightChildIndex;
}
comp = comparison(element, minChild);
if (comp <= 0) {
_queue[index] = element;
return;
}
_queue[index] = minChild;
index = minChildIndex;
rightChildIndex = index * 2 + 2;
}
var leftChildIndex = rightChildIndex - 1;
if (leftChildIndex < _length) {
var child = _elementAt(leftChildIndex);
var comp = comparison(element, child);
if (comp > 0) {
_queue[index] = child;
index = leftChildIndex;
}
}
_queue[index] = element;
}
/// Grows the capacity of the list holding the heap.
///
/// Called when the list is full.
void _grow() {
var newCapacity = _queue.length * 2 + 1;
if (newCapacity < _INITIAL_CAPACITY) newCapacity = _INITIAL_CAPACITY;
var newQueue = List<E?>.filled(newCapacity, null);
newQueue.setRange(0, _length, _queue);
_queue = newQueue;
}
}