/usr/include/ITK-4.5/itkPriorityQueueContainer.h is in libinsighttoolkit4-dev 4.5.0-3.
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*
* Copyright Insight Software Consortium
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0.txt
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*=========================================================================*/
#ifndef __itkPriorityQueueContainer_h
#define __itkPriorityQueueContainer_h
#include "itkVectorContainer.h"
#include "itkIntTypes.h"
#include "itkNumericTraits.h"
#include <functional>
#include <queue>
#include <vector>
namespace itk
{
// first define a common interface all the wrapper will have to abide to
// this will let us define our own wrapper with different behavior.
// As an example we define below a wrapper for a min sorted or max sorted
// queue.
template< typename TElement,
typename TElementIdentifier = IdentifierType >
class ElementWrapperInterface
{
public:
typedef TElement ElementType;
typedef TElementIdentifier ElementIdentifierType;
static const ElementIdentifierType m_ElementNotFound;
ElementWrapperInterface();
virtual ~ElementWrapperInterface();
virtual ElementIdentifierType GetLocation(const ElementType & element) const = 0;
virtual void SetLocation(ElementType & element, const ElementIdentifierType & identifier) = 0;
virtual bool is_less(const ElementType & element1,
const ElementType & element2) const = 0;
virtual bool is_greater(const ElementType & element1,
const ElementType & element2) const = 0;
};
// ------------------------------------------------------------------------
// ------------------------------------------------------------------------
// If you want to manage the items outside the queue for example, if you don't
// want the queue to manage the items memory, then you can use this wrapper
// around pointers to items. It follows the ElementWrapperInterface and thus
// can be used in the queue.
//
template< typename TElementWrapperPointer,
typename TElementIdentifier = IdentifierType >
class ElementWrapperPointerInterface
{
public:
typedef TElementWrapperPointer ElementWrapperPointerType;
typedef TElementIdentifier ElementIdentifierType;
static const ElementIdentifierType m_ElementNotFound;
ElementWrapperPointerInterface();
virtual ~ElementWrapperPointerInterface();
TElementIdentifier GetLocation(const ElementWrapperPointerType & element) const;
void SetLocation(ElementWrapperPointerType & element,
const ElementIdentifierType & identifier);
virtual bool is_less(const ElementWrapperPointerType & element1,
const ElementWrapperPointerType & element2) const;
virtual bool is_greater(const ElementWrapperPointerType & element1,
const ElementWrapperPointerType & element2) const;
};
// ------------------------------------------------------------------------
// ------------------------------------------------------------------------
// To follow ITK rule, we template the ElementWrapperType priority and the element
// identifier type.
// For example, as we want to use this for decimation, the element will be some
// kind of cell or point pointer, the priority will be whatever you want it to
// be as long as you define the comparison operators, and the identifier will
// set according to the size of the vector you want to create.
//
// this implementation is used for min sorted priorityqueue
template<
typename TElement,
typename TElementPriority = double,
typename TElementIdentifier = IdentifierType
>
class MinPriorityQueueElementWrapper:
public ElementWrapperInterface<
MinPriorityQueueElementWrapper< TElement,
TElementPriority,
TElementIdentifier >,
TElementIdentifier
>
{
public:
typedef MinPriorityQueueElementWrapper< TElement,
TElementPriority,
TElementIdentifier > Superclass;
typedef TElement ElementType;
typedef TElementPriority ElementPriorityType;
typedef TElementIdentifier ElementIdentifierType;
ElementType m_Element;
ElementPriorityType m_Priority;
ElementIdentifierType m_Location;
MinPriorityQueueElementWrapper();
MinPriorityQueueElementWrapper(ElementType element,
ElementPriorityType priority);
virtual ~MinPriorityQueueElementWrapper();
bool operator>(const MinPriorityQueueElementWrapper & other) const;
bool operator<(const MinPriorityQueueElementWrapper & other) const;
bool operator==(const MinPriorityQueueElementWrapper & other) const;
ElementIdentifierType GetLocation(const MinPriorityQueueElementWrapper & element) const;
void SetLocation(MinPriorityQueueElementWrapper & element,
const ElementIdentifierType & identifier);
// still virtual to be able to overload it in the Max flavor
virtual bool is_less(const MinPriorityQueueElementWrapper & element1,
const MinPriorityQueueElementWrapper & element2) const;
virtual bool is_greater(const MinPriorityQueueElementWrapper & element1,
const MinPriorityQueueElementWrapper & element2) const;
};
// ------------------------------------------------------------------------
// ------------------------------------------------------------------------
// this implementation is used for max sorted priorityqueue
// most of the job is already done, just need to overload the less
// and greater ops.
template<
typename TElement,
typename TElementPriority = double,
typename TElementIdentifier = IdentifierType
>
class MaxPriorityQueueElementWrapper:
public MinPriorityQueueElementWrapper< TElement,
TElementPriority,
TElementIdentifier >
{
public:
typedef TElement ElementType;
typedef TElementPriority ElementPriorityType;
typedef TElementIdentifier ElementIdentifierType;
typedef MinPriorityQueueElementWrapper< ElementType,
ElementPriorityType,
ElementIdentifierType > Superclass;
MaxPriorityQueueElementWrapper();
MaxPriorityQueueElementWrapper(ElementType element,
ElementPriorityType priority);
virtual ~MaxPriorityQueueElementWrapper() {}
virtual bool is_less(const MaxPriorityQueueElementWrapper & element1,
const MaxPriorityQueueElementWrapper & element2) const;
virtual bool is_less(const Superclass & element1,
const Superclass & element2) const;
virtual bool is_greater(const MaxPriorityQueueElementWrapper & element1,
const MaxPriorityQueueElementWrapper & element2) const;
virtual bool is_greater(const Superclass & element1,
const Superclass & element2) const;
};
// ------------------------------------------------------------------------
// ------------------------------------------------------------------------
// finally, implement the priority queue itself on top of an
// itk::VectorContainer
template<
typename TElementWrapper,
typename TElementWrapperInterface,
typename TElementPriority = double,
typename TElementIdentifier = IdentifierType
>
class PriorityQueueContainer:
public VectorContainer< TElementIdentifier, TElementWrapper >
{
public:
typedef PriorityQueueContainer Self;
typedef VectorContainer< TElementIdentifier, TElementWrapper > Superclass;
typedef SmartPointer< Self > Pointer;
typedef SmartPointer< const Self > ConstPointer;
typedef TElementIdentifier ElementIdentifierType;
typedef TElementWrapper ElementWrapperType;
typedef TElementWrapperInterface ElementInterfaceType;
static const ElementIdentifierType m_ElementNotFound;
public:
PriorityQueueContainer();
~PriorityQueueContainer();
template< typename TInputIterator >
PriorityQueueContainer(TInputIterator first, TInputIterator last):
Superclass()
{
TInputIterator it = first;
while( it != last )
{
this->Push( *it );
++it;
}
}
public:
itkNewMacro(Self);
itkTypeMacro(PriorityQueueContainer, VectorContainer);
//void Reserve( ElementIdentifier NbOfElementsToStore )
//{ this->Superclass->Reserve( NbOfElementsToStore ); }
//void Squeeze( ) { this->Superclass->Squeeze( ); }
void Clear();
bool Empty() const;
void Push(ElementWrapperType element);
const ElementWrapperType & Peek() const;
void Pop();
/** Update element in container.
\return true if the element is in the priority queue
\return false else */
bool Update( const ElementWrapperType& element);
/** Delete element in the container.
\return true if the element is in the priority queue
\return false else */
bool DeleteElement( const ElementWrapperType& element);
protected:
// One instance of the interface to deal with the functions calls
ElementInterfaceType m_Interface;
inline ElementWrapperType & GetElementAtLocation( const ElementIdentifierType & identifier )
{
return this->operator[](identifier);
}
inline const ElementWrapperType & GetElementAtLocation(const ElementIdentifierType & identifier) const
{
return this->operator[](identifier);
}
inline void SetElementAtLocation(const ElementIdentifierType & identifier,
ElementWrapperType& element)
{
this->operator[](identifier) = element;
m_Interface.SetLocation(element, identifier);
}
inline ElementIdentifierType GetParent(const ElementIdentifierType & identifier) const
{
return ( ( identifier - 1 ) >> 1 );
}
inline ElementIdentifierType GetLeft(const ElementIdentifierType & identifier) const
{
return ( ( identifier << 1 ) + 1 );
}
inline ElementIdentifierType GetRight(const ElementIdentifierType & identifier) const
{
return ( ( identifier << 1 ) + 2 );
}
inline bool HasParent( const ElementIdentifierType& iId ) const
{
return ( iId > 0 );
}
void UpdateUpTree(const ElementIdentifierType & identifier);
void UpdateDownTree(const ElementIdentifierType & identifier);
};
// ------------------------------------------------------------------------
}
#include "itkPriorityQueueContainer.hxx"
#endif
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